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	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KonigGewehr</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KonigGewehr"/>
	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/KonigGewehr"/>
	<updated>2026-06-27T20:42:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Kel-Tec_RDB&amp;diff=1628231</id>
		<title>Kel-Tec RDB</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Kel-Tec_RDB&amp;diff=1628231"/>
		<updated>2023-11-15T07:54:40Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: /* Video Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kel-Tec RDB-17.jpg|thumb|right|450px|Kel-Tec RDB-17 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Kel-Tec RDB-C.jpg|thumb|right|450px|Kel-Tec RDB Hunter (formerly called RDB-C) - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(2014 - Present)&lt;br /&gt;
&lt;br /&gt;
*'''Type:''' Rifle&lt;br /&gt;
*'''Caliber:''' 5.56x45mm NATO/.223 Remington&lt;br /&gt;
*'''Weight:''' {{convert|lbs|7}}&lt;br /&gt;
*'''Overall Length:''' {{convert|mm|693}} (RDB-17), {{convert|mm|771.5}} (RDB-C)&lt;br /&gt;
*'''Barrel Length:''' {{convert|mm|439}} (RDB-17), {{convert|mm|520.7}} (RDB-C)&lt;br /&gt;
*'''Feed System:''' {{STANAG}}&lt;br /&gt;
*'''Fire Mode:''' Semi-Auto&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{Gun Title}}&lt;br /&gt;
&lt;br /&gt;
===Television===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%; background-color:#ffffff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!  width=&amp;quot;130&amp;quot;|Actor&lt;br /&gt;
!  width=&amp;quot;150&amp;quot;|Character&lt;br /&gt;
!  width=&amp;quot;200&amp;quot;|Note&lt;br /&gt;
!  width=&amp;quot;70&amp;quot;|Date&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Equalizer, The (2021) - Season 3|The Equalizer - Season 3]]'' || Sarin Monae West || Agent Shaw || &amp;quot;Blowback&amp;quot; (S3E05) || 2022&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Video Games===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alliance of Valiant Arms]]'' || Kel-Tec RDB-C || || Added post-release || 2007&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Warface]]'' || Kel-Tec RDB-C || || Added post-release || 2013&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Control]]'' ||  || || Kel-Tec M43 with polymer furniture,  &amp;quot;birdcage&amp;quot;-style flash hider and rail-mounted iron sights || 2019&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Kel-Tec]] - A list of all firearms manufactured by Kel-Tec.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Rifle]]&lt;br /&gt;
[[Category:Bullpup]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Mirror%27s_Edge:_Catalyst&amp;diff=1613624</id>
		<title>Mirror's Edge: Catalyst</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Mirror%27s_Edge:_Catalyst&amp;diff=1613624"/>
		<updated>2023-09-23T10:25:11Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: minor fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Mirror's Edge: Catalyst&lt;br /&gt;
|picture = Mirror's Edge Catalyst.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|date= 2016&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=EA Games&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Mirror's Edge: Catalyst''''' is a first-person parkour video game from DICE and EA. It is a complete reboot of [[Mirror's Edge]] and follows the protagonist Faith Connors as she is embroiled in a conspiracy within the city of Glass.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Mirror's Edge: Catalyst'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KA-5 Assault Rifle&amp;quot;==&lt;br /&gt;
Kruger Security makes use of &amp;quot;KA-5&amp;quot; compact assault rifles based on the [[TDI Vector]] .45 ACP submachine gun. The KA-5 is equipped with a holographic sight, flashlight, and BUIS while differing from the Vector with a shorter barrel, longer rifle-calibre magazines (some with Magpul Ranger Plates albeit these go unused) and a distinctive blue muzzle flash. Concept art labels the gun as the &amp;quot;KT-11 Rifle&amp;quot; while the retail game leaves the gun unnamed unlike in the beta, presumably to avoid players thinking that it could be picked up and used due to the absence of gunplay.&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:Vector SBR II.jpg|thumb|400px|none|Gen II TDI / KRISS USA Vector SBR - .45 ACP]]&lt;br /&gt;
[[File:Per-haagensen-mec-enforcer-concept-01.jpg|thumb|none|700px|[https://www.artstation.com/artwork/n6EG9 Per Haagensen] concept art of a KSEC Enforcer armed with a KA-5.]]&lt;br /&gt;
[[File:KA5 closeup.jpg|thumb|none|600px|Closeup of the right side of the KA-5. Note the oddly small ejection port and the magazines fitted with Magpul Ranger Plates on the Enforcer's magazine pouches.]]&lt;br /&gt;
[[Image:MirrorsEdgeCatalyst SMG 1.jpg|thumb|none|600px|Left view of the KA-5.]]&lt;br /&gt;
[[File:Per-haagensen-ksec-weapons-concept-02.jpg|thumb|none|700px|&amp;quot;KSEC KT-11 Rifle&amp;quot; [https://www.artstation.com/artwork/aDgV8 concept art] by Per Haagensen.]]&lt;br /&gt;
[[Image:Mirror2 1.jpg|thumb|none|600px|In the game's Announcement Trailer, a guard tries to shoot Faith with no luck.]]&lt;br /&gt;
[[Image:Mirror2 2.jpg|thumb|none|600px|Faith quickly takes the KA-5 and knocks out the guard with the stock of the gun.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Steyr_ACR&amp;diff=1604209</id>
		<title>Steyr ACR</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Steyr_ACR&amp;diff=1604209"/>
		<updated>2023-08-19T05:07:13Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Steyracr.jpg|thumb|right|400px|Steyr ACR - 5.56x45mm SCF]]&lt;br /&gt;
[[Image:STACR2.jpg|thumb|right|400px|Steyr ACR - 5.56x45mm SCF (left side)]]&lt;br /&gt;
&lt;br /&gt;
:''Not to be confused with the [[Bushmaster ACR]].''&lt;br /&gt;
&lt;br /&gt;
The '''Steyr ACR''' is an Austrian prototype assault rifle submitted to the US Army's Advanced Combat Rifle program of 1989-1990. &lt;br /&gt;
&lt;br /&gt;
Somewhat resembling the much more well-known and prolific [[Steyr AUG]], the ACR utilized a unique form of gas operation in which the entire chamber moves upon the act of firing, rather than just a bolt. When firing, the chamber is moved downward and a round is fed into it, and the escaping gases moves the chamber upwards, where the round strikes a uniquely positioned vertical firing pin. The ammunition itself is also unique- a transparent plastic casing houses a 5.56mm fin-stabilized, saboted flechette. The steel flechette is surrounded by propellant and discards the sabot once it leaves the barrel. During testing, it was noted that that the discarded sabot travels so fast it could pose a hazard to nearby friendlies or the shooter themselves if it came in their direction. The polymer ammunition weighs half that of a standard 5.56x45mm brass cased cartridge and travelled much faster.   &lt;br /&gt;
&lt;br /&gt;
The main problem found during testing was inconsistent muzzle velocities due to occasional defects in the plastic cases, although it was proposed that this issue would likely be remedied by better materials and quality control standards during production. The Steyr ACR was found to perform the best of all rifle designs submitted to the program, but could not achieve the required 100% improvement in hit probability over the [[M16A2]], the stated goal of the whole program. The ACR program concluded in 1990 with no design selected. Two Steyr ACRs were built for testing. One is currently displayed at the National Infantry Museum located in Fort Benning, Georgia, United States while the other is kept at the Steyr factory in Austria.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1987 - 1988)&lt;br /&gt;
&lt;br /&gt;
*'''Type:''' Assault Rifle&lt;br /&gt;
*'''Caliber:''' 5.56x45mm SCF (synthetic case flechette)&lt;br /&gt;
*'''Weight:''' 7.12 lbs (3.2 kg)&lt;br /&gt;
*'''Length:''' 30.7 in (78 cm)&lt;br /&gt;
*'''Barrel length:''' 21.3 in (54 cm)&lt;br /&gt;
*'''Capacity:''' 24&lt;br /&gt;
*'''Fire Modes:''' Semi-auto/3-round burst&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
{{Gun Title}}&lt;br /&gt;
===Anime===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Burn Up!]]'' || various characters || No scope attached || 1991&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Neon Genesis Evangelion]]'' || various characters || Scaled-up for Evangelion use, no scope attached. Supposedly are railguns firing depeleted uranium shells according to concept art || 1995&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Video games===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Syphon Filter: The Omega Strain]]''||&amp;quot;ACR&amp;quot;|| || ||2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[Syphon Filter: Logan's Shadow]]''|| || || ||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cruelty Squad]]''||&amp;quot;Stern M17&amp;quot;|| ||Without scope||2021&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Steyr Mannlicher]] - A list of all firearms manufactured by Steyr Mannlicher. &lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Rifle]]&lt;br /&gt;
[[Category: Assault Rifle]]&lt;br /&gt;
[[Category:Bullpup]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Warriors_of_Future&amp;diff=1602355</id>
		<title>Warriors of Future</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Warriors_of_Future&amp;diff=1602355"/>
		<updated>2023-08-07T09:53:01Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Image:WarriorsofFuture_poster.jpg|thumb|right|300px|''Warriors of Future'' (2022)]]&lt;br /&gt;
'''Warriors of Future''' (Chinese: 明日戰記) is a 2022 Hong Kong science fiction action film directed by visual effects artist Ng Yuen-fai in his directorial debut and starring Louis Koo, Sean Lau, and Carina Lau. Koo also serves as the film's producer, with the film being funded and distributed by his production company, One Cool Group Limited.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistol=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|3rd Generation Glock 17 - 9x19mm. Note the finger grooves, thumb reliefs, and accessory rail on the frame, which differentiate it from the older model.]]&lt;br /&gt;
[[Image:Wf_01.jpg|thumb|600px|none|]]&lt;br /&gt;
=Submachine Guns= &lt;br /&gt;
==TDI Vector==&lt;br /&gt;
Most of Hong Kong Air Force Infantry use the [[TDI Vector]] as their primary weapon. The Vectors also have the ability to sturdily mount either a bullpup revolver-style shotgun reminiscent of the [[Crye Precision SIX12]] fitted with [[M82]]-style muzzle brake or a large-caliber, bullpup anti-materiel rifle seemingly based on the [[Barrett M107]] with [[M107A1]]-style muzzle brake.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|340px|TDI Vector Gen I - .45 ACP]]&lt;br /&gt;
[[Image:Wf_06.jpg|thumb|600px|none|Tyler ([[Louis Koo]]) and Air Force infantry with their Vectors in hand.]]&lt;br /&gt;
[[Image:Wf_07.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Wf_04.jpg|thumb|600px|none|One of the hostile military robots sent to intercept Tyler and his team brandishing their Vector.]]&lt;br /&gt;
===Shotgun Attachment===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[Image:Wf_05.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
===DMR Attachment===&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|451px|Barrett M107 Long Range Sniper Rifle - .50 BMG]]&lt;br /&gt;
[[Image:Wf_02.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Wf_03.jpg|thumb|600px|none|Johnson ([[Sean Lau]]) with his DMR-equipped Vector.]]&lt;br /&gt;
==Heckler &amp;amp; Koch MP7==&lt;br /&gt;
A military robot armed with a suppressed [[MP7]] briefly appears in the intro.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 with factory 20-round magazine and rifle sights flipped up - 4.6x30mm]]&lt;br /&gt;
[[Image:Wf_09.jpg|thumb|600px|none|]]&lt;br /&gt;
=Launcher=&lt;br /&gt;
==Skunk's Launcher==&lt;br /&gt;
[[Image:Wf_08.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Hong Kong Produced/Filmed]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Warriors_of_Future&amp;diff=1602352</id>
		<title>Warriors of Future</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Warriors_of_Future&amp;diff=1602352"/>
		<updated>2023-08-07T09:49:13Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Image:WarriorsofFuture_poster.jpg|thumb|right|300px|''Warriors of Future'' (2022)]]&lt;br /&gt;
'''Warriors of Future''' (Chinese: 明日戰記) is a 2022 Hong Kong science fiction action film directed by visual effects artist Ng Yuen-fai in his directorial debut and starring Louis Koo, Sean Lau, and Carina Lau. Koo also serves as the film's producer, with the film being funded and distributed by his production company, One Cool Group Limited.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistol=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|3rd Generation Glock 17 - 9x19mm. Note the finger grooves, thumb reliefs, and accessory rail on the frame, which differentiate it from the older model.]]&lt;br /&gt;
[[Image:Wf_01.jpg|thumb|600px|none|]]&lt;br /&gt;
=Submachine Guns= &lt;br /&gt;
==TDI Vector==&lt;br /&gt;
Most of Hong Kong Air Force Infantry use the [[TDI Vector]] as their primary weapon. The Vectors also have the ability to sturdily mount either a revolver-style shotgun reminiscent of a [[Crye Precision SIX12]] with [[M82/M82A1]]-style muzzle brakes or a large-caliber, bullpup objective rifle seemingly based on the [[Barrett M107]] with [[M107A1]]-style muzzle brake.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|340px|TDI Vector Gen I - .45 ACP]]&lt;br /&gt;
[[Image:Wf_06.jpg|thumb|600px|none|Tyler ([[Louis Koo]]) and Air Force infantry with their Vectors in hand.]]&lt;br /&gt;
[[Image:Wf_07.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Wf_04.jpg|thumb|600px|none|One of the hostile military robots sent to intercept Tyler and his team brandishing their Vector.]]&lt;br /&gt;
===Shotgun Attachment===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[Image:Wf_05.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
===DMR Attachment===&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|451px|Barrett M107 Long Range Sniper Rifle - .50 BMG]]&lt;br /&gt;
[[Image:Wf_02.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Wf_03.jpg|thumb|600px|none|Johnson ([[Sean Lau]]) with his DMR-equipped Vector.]]&lt;br /&gt;
==Heckler &amp;amp; Koch MP7==&lt;br /&gt;
A military robot armed with a suppressed [[MP7]] briefly appears in the intro.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 with factory 20-round magazine and rifle sights flipped up - 4.6x30mm]]&lt;br /&gt;
[[Image:Wf_09.jpg|thumb|600px|none|]]&lt;br /&gt;
=Launcher=&lt;br /&gt;
==Skunk's Launcher==&lt;br /&gt;
[[Image:Wf_08.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Hong Kong Produced/Filmed]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Warriors_of_Future&amp;diff=1602351</id>
		<title>Warriors of Future</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Warriors_of_Future&amp;diff=1602351"/>
		<updated>2023-08-07T09:40:49Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Image:WarriorsofFuture_poster.jpg|thumb|right|300px|''Warriors of Future'' (2022)]]&lt;br /&gt;
'''Warriors of Future''' (Chinese: 明日戰記) is a 2022 Hong Kong science fiction action film directed by visual effects artist Ng Yuen-fai in his directorial debut and starring Louis Koo, Sean Lau, and Carina Lau. Koo also serves as the film's producer, with the film being funded and distributed by his production company, One Cool Group Limited.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistol=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|3rd Generation Glock 17 - 9x19mm. Note the finger grooves, thumb reliefs, and accessory rail on the frame, which differentiate it from the older model.]]&lt;br /&gt;
[[Image:Wf_01.jpg|thumb|600px|none|]]&lt;br /&gt;
=Submachine Guns= &lt;br /&gt;
==TDI Vector==&lt;br /&gt;
Most of Hong Kong Air Force Infantry use the [[TDI Vector]] as their primary weapon. The Vectors also have the ability to sturdily mount either a revolver-style shotgun reminiscent of a [[Crye Precision SIX12]] or a large-caliber objective rifle seemingly based on the [[Berrett M107]].&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|340px|TDI Vector Gen I - .45 ACP]]&lt;br /&gt;
[[Image:Wf_06.jpg|thumb|600px|none|Tyler ([[Louis Koo]]) and Air Force infantry with their Vectors in hand.]]&lt;br /&gt;
[[Image:Wf_07.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Wf_04.jpg|thumb|600px|none|One of the hostile military robots sent to intercept Tyler and his team brandishing their Vector.]]&lt;br /&gt;
===Shotgun Attachment===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[Image:Wf_05.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
===DMR Attachment===&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|451px|Barrett M107 Long Range Sniper Rifle - .50 BMG]]&lt;br /&gt;
[[Image:Wf_02.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Wf_03.jpg|thumb|600px|none|Johnson ([[Sean Lau]]) with his DMR-equipped Vector.]]&lt;br /&gt;
==Heckler &amp;amp; Koch MP7==&lt;br /&gt;
A military robot armed with a suppressed [[MP7]] briefly appears in the intro.&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 with factory 20-round magazine and rifle sights flipped up - 4.6x30mm]]&lt;br /&gt;
[[Image:Wf_09.jpg|thumb|600px|none|]]&lt;br /&gt;
=Launcher=&lt;br /&gt;
==Skunk's Launcher==&lt;br /&gt;
[[Image:Wf_08.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Hong Kong Produced/Filmed]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Trepang2&amp;diff=1578037</id>
		<title>Trepang2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Trepang2&amp;diff=1578037"/>
		<updated>2023-05-12T02:18:46Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Trepang2&lt;br /&gt;
|picture = Library 600x900 2x.jpg&lt;br /&gt;
|caption = General Boxart&lt;br /&gt;
|date = 2023&lt;br /&gt;
|developer = Trepang Studios&lt;br /&gt;
|publisher = Trepang Studios&lt;br /&gt;
|platforms = PC&amp;lt;br&amp;gt;&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Trepang2''''' is an indie game developed by Trepang Studios and scheduled for release in 2023; a free demo is available on Steam since 2019. Trepang2 is somewhat well known for its extreme violence and gore with bullet time gameplay very similar to Monolith Production's ''[[F.E.A.R.]]'' in 2005.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23==&lt;br /&gt;
The game's standard pistol is a [[Heckler &amp;amp; Koch Mark 23]]. It is available with options of both a suppressor and/or the prototype version of its laser aiming module; both hold an almost-correct 13 rounds.&lt;br /&gt;
[[File:Mk23.jpg|thumb|none|300px|Heckler &amp;amp; Koch Mark 23 - .45 ACP]]&lt;br /&gt;
[[File:TREPANG2_MK23.jpeg|600px|thumb|none|Pistol in game.]]&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMk23ModwKnightsSuppressor.jpg|400px|thumb|none|Heckler &amp;amp; Koch Mark 23 with Knight's Armament suppressor - .45 ACP]]&lt;br /&gt;
[[File:20210201173509_1.jpg|600px|thumb|none|Silenced pistol in game.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==KRISS Vector SBR==&lt;br /&gt;
The SMG is a [[KRISS Vector]]. It holds 50 rounds, a capacity that would require a drum magazine, which is not the case in-game. It is also modeled after the civilian SBR version, even though it is shown functioning as the full-auto SMG variant.&lt;br /&gt;
[[File:Vector SBR II.jpg|thumb|none|450px|KRISS USA Gen II Vector SBR - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:20210130225530_1.jpg|600px|thumb|none|SMG in game.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The AR is an [[HS Produkt VHS-D2]]. Like the Mark 23, two variants are available (a standard version, and a suppressed version with a factory carry handle/optic combo); both correctly hold 30 rounds per magazine.&lt;br /&gt;
[[File:VHS2.JPG|thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:VHS-D2 and optical sight.jpg‎|thumb|none|450px|HS Produkt VHS-D2 with 1.5 optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:20210130225636_1.jpg|600px|thumb|none|AR in game.]]&lt;br /&gt;
[[File:20210201183414_1.jpg|600px|thumb|none|Optical Sight AR in game.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The game's shotgun is a [[Franchi SPAS-12]], used exclusively in its pump-action mode. In-game, it has an 8-round capacity; while this is in line with the standard capacity of a SPAS-12's magazine tube, the empty reload animation shows the player character chamberload the first shell, meaning that the magazine actually holds 7 rounds (which isn't a standard capacity for any SPAS-12 variant in reality).&lt;br /&gt;
[[File:Franchi-SPAS12.jpg‎ |thumb|none|400px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:20210130225538_1.jpg|600px|thumb|none|Shotgun in game.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Mirror%27s_Edge:_Catalyst&amp;diff=1576899</id>
		<title>Mirror's Edge: Catalyst</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Mirror%27s_Edge:_Catalyst&amp;diff=1576899"/>
		<updated>2023-05-09T10:08:11Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: A long overdue edit for a, in my opinion, long-neglected page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Mirror's Edge: Catalyst&lt;br /&gt;
|picture = Mirror's Edge Catalyst.jpg&lt;br /&gt;
|caption =  ''Offical Boxart''&lt;br /&gt;
|date= 2016&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=Windows&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=EA Games&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Mirror's Edge: Catalyst''''' is a first-person parkour video game from DICE and EA. It is a complete reboot of [[Mirror's Edge]] and follows the protagonist Faith Connors as she is embroiled in a conspiracy within the city of Glass.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Mirror's Edge: Catalyst'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KA-5 Assault Rifle&amp;quot;==&lt;br /&gt;
Kruger Security makes use of &amp;quot;KA-5&amp;quot; compact assault rifles based on the [[TDI Vector]] .45 ACP submachine gun. The KA-5 is equipped with a holographic sight, flashlight, and BUIS while differing from the Vector with a shorter barrel, longer rifle-calibre magazines (some with Magpul Ranger Plates albeit these go unused) and a distinctive blue muzzle flash. Concept art labels the gun as the &amp;quot;KT-11 Rifle&amp;quot; while the retail game leaves the gun unnamed unlike in the beta, presumably to avoid players thinking that it could be picked due to the absence of gunplay.&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Vector SMG - .45 ACP]]&lt;br /&gt;
[[Image:Vector SBR II.jpg|thumb|400px|none|Gen II TDI / KRISS USA Vector SBR - .45 ACP]]&lt;br /&gt;
[[File:Per-haagensen-mec-enforcer-concept-01.jpg|thumb|none|700px|[https://www.artstation.com/artwork/n6EG9 Per Haagensen] concept art of a KSEC Enforcer armed with a KA-5.]]&lt;br /&gt;
[[File:KA5 closeup.jpg|thumb|none|600px|Closeup of the right side of the KA-5. Note the oddly small ejection port and the magazines fitted with Magpul Ranger Plates on the Enforcer's magazine pouches.]]&lt;br /&gt;
[[Image:MirrorsEdgeCatalyst SMG 1.jpg|thumb|none|600px|Left view of the KA-5.]]&lt;br /&gt;
[[File:Per-haagensen-ksec-weapons-concept-02.jpg|thumb|none|700px|&amp;quot;KSEC KT-11 Rifle&amp;quot; [https://www.artstation.com/artwork/aDgV8 concept art] by Per Haagensen.]]&lt;br /&gt;
[[Image:Mirror2 1.jpg|thumb|none|600px|In the game's Announcement Trailer, a guard tries to shoot Faith with no luck.]]&lt;br /&gt;
[[Image:Mirror2 2.jpg|thumb|none|600px|Faith quickly takes the KA-5 and knocks out the guard with the stock of the gun.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:KA5_closeup.jpg&amp;diff=1576895</id>
		<title>File:KA5 closeup.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:KA5_closeup.jpg&amp;diff=1576895"/>
		<updated>2023-05-09T09:56:37Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: closeup of KA5
Original screenshot by venator55
https://imgur.com/t/mirrors_edge/X1RYtTh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
closeup of KA5&lt;br /&gt;
Original screenshot by venator55&lt;br /&gt;
https://imgur.com/t/mirrors_edge/X1RYtTh&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Per-haagensen-ksec-weapons-concept-02.jpg&amp;diff=1576875</id>
		<title>File:Per-haagensen-ksec-weapons-concept-02.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Per-haagensen-ksec-weapons-concept-02.jpg&amp;diff=1576875"/>
		<updated>2023-05-09T09:25:30Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;KT-11 concept&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Per-haagensen-mec-enforcer-concept-01.jpg&amp;diff=1576874</id>
		<title>File:Per-haagensen-mec-enforcer-concept-01.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Per-haagensen-mec-enforcer-concept-01.jpg&amp;diff=1576874"/>
		<updated>2023-05-09T09:16:19Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Per Haagensen concept art of a KSEC Enforcer holding a KA-5.&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Mirror%27s_Edge_Catalyst.jpg&amp;diff=1576860</id>
		<title>File:Mirror's Edge Catalyst.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Mirror%27s_Edge_Catalyst.jpg&amp;diff=1576860"/>
		<updated>2023-05-09T08:37:16Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: ME Catalyst box art from Wikipedia
https://en.wikipedia.org/wiki/File:Mirror%27s_Edge_Catalyst.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
ME Catalyst box art from Wikipedia&lt;br /&gt;
https://en.wikipedia.org/wiki/File:Mirror%27s_Edge_Catalyst.jpg&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Doom_(VG)&amp;diff=1574605</id>
		<title>Doom (VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Doom_(VG)&amp;diff=1574605"/>
		<updated>2023-04-27T15:29:38Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Doom cover art.jpg|thumb|right|350px|''Doom'' (1993)]]&lt;br /&gt;
''This article is about the video game series, and covers weapons appearing in the released titles '''Doom''', '''Doom 2''', '''The Ultimate Doom''', '''Final Doom''' and '''Doom 64'''. For the 2005 live-action adaptation, see [[Doom]].''&lt;br /&gt;
&lt;br /&gt;
'''''Doom''''' is a 1993 videogame released for the PC and later for a variety of other systems by id Software. A spiritual successor to the earlier ''Wolfenstein 3D'', it represented a radical leap forward in technology, with an advanced engine which could handle non-orthagonal walls and pseudo-3D effects such as stairs and elevators.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video games of the classic ''Doom'' franchise:'''&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Doom'' was followed by a series of sequels/modifications using the same set of weapons; '''''Doom 2''''' in 1994 was a major engine update and as well as featuring new monsters and a new weapon, the &amp;quot;Super Shotgun.&amp;quot; This was followed by '''''The Ultimate Doom''''' in 1995 (a simple expansion of the original title) and '''''Final Doom''''' in 1996. In 1997 '''''Doom 64''''' was released as the last entry in the original franchise as an exclusive title for the Nintendo 64 (although it would later receive an official port in 2020 for the PlayStation 4, Xbox One, Nintendo Switch and PC), featuring an entirely new campaign, overhauled graphics and art assets, and both new and modified weapons and enemies.&lt;br /&gt;
&lt;br /&gt;
Given that the majority of these titles feature the same graphics, and that the recent ones feature little in the way of firearms in general, this article will cover firearms from what can be considered to be a part of the classic ''Doom'' library. &lt;br /&gt;
&lt;br /&gt;
''Doom'' used a process of photographic digitization to create most of the sprites used in the game; monsters were created from latex, while the weapons were toy guns and cap-firing replicas bought from Toys &amp;quot;R&amp;quot; Us stores. In many ways this would be similar to later games using photographs of either real or replica firearms to texture 3D modeled weapons. If the toy or replica is known, then that will be referenced. However, given the number of weapons in the ''Doom'' games that aren't even meant to be firearms, this page will for the most part layout only the weapons that are actually firearms in the Doom universe. For sci-fi weapons such as the Plasma Rifle or BFG9000, see the [[Talk:Doom_(VG)|talk page]] for their associated information.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
==Pistols==&lt;br /&gt;
===Beretta 92FS===&lt;br /&gt;
The &amp;quot;Pistol&amp;quot; in the first three ''Doom'' titles is a [[Beretta 92FS]], as evident from the general shape of the top of the gun. According to game designer John Romero, the pistol was created from photographs of a bright orange water pistol that was modeled after a Beretta which was then painted black. The pistol is one of the weakest of the game's weapons, and isn't very useful after obtaining virtually any other weapon.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:Doom Beretta 1.jpg|thumb|none|500px|Doom Guy (as he's usually referred too, although ''Doom II'' simply calls the character &amp;quot;Our Hero&amp;quot;. Moreover, nearly all text just simply calls him &amp;quot;You&amp;quot;) holds his Beretta 92FS on E1M1 &amp;quot;Hangar&amp;quot;, hoping that the digitization process has turned the water pistol into a functioning firearm. Note the distinctly Beretta-esque front of the slide. Although it's hard to tell exactly what details were lost from the prop, the hammer appears to be rather clearly just molded onto the toy without much ado.]]&lt;br /&gt;
[[Image:Doom Beretta 3.jpg|thumb|none|500px|The Beretta in mid-recoil. Note that the barrel can be seen protruding past the slide here. Meanwhile, it appears that the separation between the barrel and the gun's slide has largely been edited out, giving the top of the gun a very smooth look.]]&lt;br /&gt;
[[Image:Doom Beretta 4.jpg|thumb|none|500px|The full extent of the digitization is revealed in the full recoil graphic. The front of the gun still looks rather Beretta-ish, but many details have been washed away. As it happens, this graphic, which removes the protruding barrel from the last one, is not actually in any of the final games as it was cut from the animation before release. The graphic, however, remained in the game's files so it could be restored with mods such as this one (Smooth Doom).]]&lt;br /&gt;
&lt;br /&gt;
===Desert Eagle Mark I===&lt;br /&gt;
''Doom 64'' swapped out the Beretta styled pistol for a [[Desert Eagle]] of some kind, likely a [[Desert Eagle Mark I|Mark I model]], and is mostly identifiable from the shape of the back of the slide and the hammer, the shape of the rear sight, and the contours of the barrel. Although the digital pixelation makes it hard to pick out details for a specific make, most notably the safety, while visible, is not altogether identifiable, making an accurate classification difficult. &lt;br /&gt;
[[Image:MKIRight.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark I - .357 Magnum]]&lt;br /&gt;
[[Image:Doom 64 Desert Eagle 1.jpg|thumb|none|500px|The Desert Eagle in ''Doom 64'' is held at the ready. Note the distinctive shape and contours of the rear of the slide and the shape of the sights (although the notch in the rear sight has been filled for some reason) and angles on the barrel.]]&lt;br /&gt;
[[Image:Doom 64 Desert Eagle 2.jpg|thumb|none|500px|The barrel shape is clearer when the gun recoils. Neither the hammer nor the slide moves throughout the entire animation.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===&amp;quot;Shotgun&amp;quot; (Tootsie-Toy &amp;quot;Dakota&amp;quot; cap gun)===&lt;br /&gt;
One of the earliest available weapons in any ''Doom'' title is its famous pump-action shotgun. However, rather than being based on a real firearm design, the gun is made up of photographs of a Tootsie-Toy &amp;quot;Dakota&amp;quot; cap gun, a popular type  of toy gun that was made from the 1980s to the 1990s and is not based on any particular real-world firearm. ''Doom 64'' introduced new sprites for the shotgun, seemingly based on an entirely different gun. However, the exact model, if it is indeed based on anything specific, isn't very clear from the sprites themselves. Unfortunately, due to spacial limitations with the Nintendo 64's game cartridges, the shotgun does not feature a pump animation, leaving the player with no profile view of the weapon. The pickup sprite for the gun, however, still seems to resemble the &amp;quot;Dakota&amp;quot; cap gun. &lt;br /&gt;
[[Image:Doomshotgun.JPG|thumb|none|400px|Tootsietoy Dakota cap shotgun.]]&lt;br /&gt;
[[Image:Doom Shotgun 1.jpg|thumb|none|500px|Doom Guy holds his Dakota cap gun at the ready, certainly pleased that it's capable of firing buckshot instead of cap smoke. As it happens, a bit more of the gun graphics can be seen when the player HUD is removed, although, without removing it, this how the gun appears with the game in its standard field of view.]]&lt;br /&gt;
[[Image:Doom Shotgun 3.jpg|thumb|none|500px|After firing a round, Doom Guy brings the weapon up to pump it. Note the end of the barrel, which is clearly the Dakota cap gun. In the game's early Alpha, more of the front sight was visible on the graphic, but for the final release it was shortened. As to whether or not the orange tip of the gun was spray painted before being photographed or if was colored black digitally, the truth is unknown.]]&lt;br /&gt;
[[Image:Doom Shotgun 2.jpg|thumb|none|500px|Doom Guy pumps the action fully in a different part of the same level.]]&lt;br /&gt;
[[Image:Sgstairs.jpg|thumb|none|500px|The pickup sprite for the shotgun is very clearly not based on the &amp;quot;Dakota&amp;quot; cap gun, and seems to have been drawn by hand. Most notably it has a shorter tube under the barrel.]]&lt;br /&gt;
[[Image:Doom Shotgun 4.jpg|thumb|none|500px|The splashscreen for ''The Ultimate Doom'' (A redux version of the original ''Doom'' that added nine new levels) shows the Doom Guy blasting away with a space gun while holding the Tootsie-Toy &amp;quot;Dakota&amp;quot; cap gun in his other hand. Although the subject of this image is a digital render of the game's box art, the shotgun was not originally present. Compared to the hand drawn elements, the shotgun is clearly a photograph, giving us the most uninterrupted in-game look at the weapon. However, it appears the trigger and trigger guard have been erased from the photo. The buttstock is also sawn off here, which is a remainder of the Alpha Versions (see below), although it could be excused in this particular shot as simply his leg obscuring the stock.]]&lt;br /&gt;
[[Image:Doom Shotgun 5.jpg|thumb|none|500px|A Shotgun Guy in ''Doom II'' totes a generic pump-action shotgun of his own.]]&lt;br /&gt;
[[Image:Doom 64 Shotgun 2.jpg|thumb|none|500px|The shotgun from ''Doom 64'' appears to be an entirely different weapon. However, due to memory limitations on the game cartridge, a pumping aniamtion was not included, offering no further angles. Note the pickup sprite, which in this game is the same for both the Shotgun and Super Shotgun. The pickup sprite appears to be a suspiciously reminiscent the Winchester ''rifles'', such as [[Winchester Model 1892|Model 1892]].]]&lt;br /&gt;
&lt;br /&gt;
===12 Gauge Double Barreled Shotgun===&lt;br /&gt;
The only new weapon to appear in ''Doom II'' was the &amp;quot;Super Shotgun,&amp;quot; a break-open [[12 Gauge Double Barreled Shotgun]] with a sawed-off barrel and intact stock, that proved to be extremely popular in multiplayer circles. The weapon has since appeared in every ''Doom'' title since, save for ''Doom 3'', which didn't introduce the weapon until its expansion pack ''Resurrection of Evil''. The gun always fires both barrels at the same time and is instantly reloaded upon doing so, making it the only weapon in the classic ''Doom'' game to do so up until ''Hacx'' introduced a [[Talk:Doom_(VG)#Uzi|reloading Uzi]]. A slightly more detailed looking sawed-off appears in ''Doom 64'', although due to a lack of memory space on the game cartridge, the gun's lengthy reload animation was cut. However, it still makes the necessary sounds. &lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|500px|Stevens 1960s SBS with the barrels sawed-off - 12 gauge (Photoshopped)]]&lt;br /&gt;
[[Image:Doom II Super Shotgun 2.jpg|thumb|none|500px|The &amp;quot;Super Shotgun&amp;quot; as seen in the final level of ''Doom II'': Icon of Sin. It's a pretty run-of-the-mill sawed-off double barreled shotgun.]]&lt;br /&gt;
[[Image:Doom II Super Shotgun 1.jpg|thumb|none|500px|The double barreled shotgun at the ready. The sprites were hand-drawn over the shotgun's sprites, making the super shotgun the only usable weapon to not use digitized sprites outside of the hands.]]&lt;br /&gt;
[[Image:Doom II Super Shotgun 3.jpg|thumb|none|500px|The gun in recoil, showing off a rather large wood handguard. The reflections on the barrel are notably duller than on the pump shotgun, which was rather obviously made of plastic. By the way, note that the hand visible is the left hand; this is a consequence of the fact that this sprite is actually a re-drawing of the pumping sprite of the regular shotgun.]]&lt;br /&gt;
[[Image:Doom II Super Shotgun 4.jpg|thumb|none|500px|Doom Guy reloads the shotgun, also with his left hand. For some reason, though perhaps due to the angle of the barrels, the fact that Doom Guy uses his left hand to put shells in has led some fans to think that this animation was mistakenly rendered with two left hands, calling Doom Guy's biology into question. This confusion could also stem from the fact he fires the pistol with his left hand, whereas he seems to likely be using his right hand for the shotguns and Plasma Rifle.]]&lt;br /&gt;
[[Image:Doom 64 Double Shotgun 1.jpg|thumb|none|500px|The ''Doom 64'' Super Shotgun, which has no reload animation thanks to the space limitations of the Nintendo 64 game cartridge.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===Generic SMG===&lt;br /&gt;
Doom Guy holds a futuristic SMG on some official artwork, however, it does not appear in the game itself. It is possibly a remnant of the early Alpha versions, where an SMG (albeit of a more traditional appearance) was originally used instead of the Chaingun below.&lt;br /&gt;
[[Image:Doom Shotgun 4.jpg|thumb|none|500px|Doom Guy firing a drawn fictional SMG in one hand, and holding a photographed toy shotgun in the other.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===&amp;quot;Chaingun&amp;quot; (Tootsie-Toy &amp;quot;Ol' Painless&amp;quot;/Hand Held M134 Minigun)===&lt;br /&gt;
Found in ''Doom'''s second level, the &amp;quot;Chaingun&amp;quot; (actually a minigun) is a machine gun weapon that's useful for ventilating low level foes quickly. The graphics are photographed from a cap-firing toy minigun, a Tootsie-Toy &amp;quot;Ol' Painless&amp;quot;, which appears to be partly inspired by the hand held [[M134 Minigun]] from ''[[Predator]]''; notably, several other in-game assets are also based on this toy, including columns and floor lamps made out of its barrels. Interestingly, the in-game pickup sprite ditches the real world inspiration of the toy for what appears to be a box fed minigun that appears as if it's supposed to be held like a conventional rifle. Interestingly, the Heavy Weapon Dude enemies in ''Doom II'' actually hold the gun with one hand while using their other arm to feed a cartridge belt that itself comes from a backpack the zombie soldier wears. &lt;br /&gt;
[[File:Minigun 1.JPG|thumb|none|400px|&amp;quot;Ol' Painless&amp;quot; Handheld M134 Minigun with [[M60]] handguard, as seen in ''[[Predator (1987)|Predator]]'' - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Doomchaingun.JPG|thumb|none|400px|Tootsietoy Ol' Painless Gatling Gun. A spitting image, almost.]]&lt;br /&gt;
[[Image:Doom Chaingun 1.jpg|thumb|none|500px|The Chaingun in E1M2 of ''Doom''. Note what appears to be a box magazine under the receiver (?) and the hint of a trigger guard under a really fat grip. Apparently it doesn't even have a stock. Also of note is the single protruding barrel, despite the first-person graphic showing that all of the barrels protrude past the last &amp;quot;ring&amp;quot;.]]&lt;br /&gt;
[[Image:Doom Chaingun 2.jpg|thumb|none|500px|The Chaingun/Minigun in the first-person.]]&lt;br /&gt;
[[Image:Doom Chaingun 3.jpg|thumb|none|500px|The barrels in mid-rotation as the gun fires. Every click of the fire button will fire two rounds with pin point accuracy.]]&lt;br /&gt;
[[Image:Doom Chaingun 4.jpg|thumb|none|500px|An apparent hint as to how the operation of the Chaingun presents itself in ''Doom II'' with the Heavy Weapons Dude, who seems to tuck it under his arm.]]&lt;br /&gt;
[[Image:Doom Chaingun 5.jpg|thumb|none|500px|Furthermore, the gun seems to be supported by a sling. Note how the zombie uses his other arm to feed in a belt rather than there being a box magazine as supported by the appearance of the pick up sprite.]]&lt;br /&gt;
[[Image:Doom Plasma Rifle 2.jpg|thumb|none|500px|The final boss of ''Doom'' happens to have a massive minigun of their own mounted on a robotic chassis.]]&lt;br /&gt;
[[Image:Doom 64 Chaingun.jpg|thumb|none|500px|The ''Doom 64'' minigun looks more like an M134 minigun in some respects than the original Chaingun, although all of the barrels now have vented shrouds...for some reason. Probably to look cool, actually.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===&amp;quot;Rocket Launcher&amp;quot;===&lt;br /&gt;
As the name implies, it is a powerful weapon that is effective over long distances, but deadly for the user at close quarters. It appears to be entirely hand-drawn, instead of being based on a physical prop.&lt;br /&gt;
[[Image:Doom RL1.jpg|thumb|none|500px|The Rocket Launcher in-game.]]&lt;br /&gt;
[[Image:Doom RL2.jpg|thumb|none|500px|The moment of rocket launch, also demonstrating recoil. At the same time, a somewhat mysterious valve opens at the top of the barrel, which is possibly part of the weapon mechanism (possibly a feeder or something else).]]&lt;br /&gt;
[[Image:Doom RL3.jpg|thumb|none|500px|The full first-person sprite, that cannot be seen in the game itself. Large cooling holes in the barrel cover are also clearly visible here (again, most likely added for a cooler look).]]&lt;br /&gt;
[[Image:Doom II Super Shotgun 2.jpg|thumb|none|500px|The launcher seen right after Super Shotgun. Curiously, it bears some resemblance to the [[M47 Dragon]] (although it is impossible say for sure whether it was intentional, or simply just a coincidence), shooting from the rear of the real launcher, and having an RPG-style trigger group.]]&lt;br /&gt;
[[Image:Doom64CyberD64ex.jpg|thumb|none|300px|The player holds a rocket launcher, colliding with Cyberdemon in ''Doom 64''. In general, the same thing, only with a slightly modified outlook.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===Generic Rifle===&lt;br /&gt;
Zombiemen and the world graphics of the protagonist character (Referred to as Our Hero in ''Doom II'', and more colloquially known as Doom Guy by fans) both carry a rather generic looking rifle that looks to be something of a cross between an [[M16]] and a [[USAS-12]] shotgun. This is actually a remainder of ''Doom'''s alpha versions (see below). It is not usable in the final version of the game, being replaced with the Pistol. In addition, the &amp;quot;clip&amp;quot; sprite in the game also still features a large box magazine that clearly fits into the rifle and chaingun, but not in a Beretta 92.&lt;br /&gt;
[[Image:Doom Rifle.jpg|thumb|none|500px|Our Hero holds the generic USAS-12/M16 rifle thing in the end game screen for ''Doom II''.]]&lt;br /&gt;
[[Image:DoomGuy Sprites.jpg|thumb|none|300px|Some Doom Guy sprites, showing a good view of a rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
==Weapons of the Doom Alpha Versions==&lt;br /&gt;
Alpha versions of Doom used different graphics for weapons. Version 0.2 has only the Dakota shotgun as the sole available weapon. In the 0.3 and 0.4 Alpha versions, instead of the usual fist, a rifle with a attached bayonet was used; instead of a pistol, the same rifle without the bayonet was used; the shotgun had an original unedited look, and instead of a Gatling-style chaingun it used another weapon, looking more like as SMG (vaguely resembling the [[Star Z-45]]). Alpha version 0.5 changed the graphics of the rifle and machine gun to new ones (but the others remained the same from 0.4, including the version of the rifle with a bayonet), giving them a more futuristic look (and the &amp;quot;machine gun&amp;quot; now really looks like a machine gun). The Press Release version finally changed all this to the weapons that everyone knows from the final version.&lt;br /&gt;
&lt;br /&gt;
Another interesting detail is that the Alpha versions depicted a shotgun with a sawn-off buttstock (and in this form it can still be seen in the final version on some artwork), but later the original buttstock was reintroduced.&lt;br /&gt;
&lt;br /&gt;
Some more info can be found [https://tcrf.net/Proto:Doom_(PC,_1993) here.]&lt;br /&gt;
[[Image:Doom Alpha Guns.jpg|thumb|none|501px|Weapon graphics of the 0.3/0.4 and 0.5 alpha versions. From left to right: melee attacks, the rifle, shotgun, and machine gun. Version 0.5 uses the 0.3/0.4 graphics for the bayonetted rifle and shotgun, so they are not shown due to redundancy. Another interesting detail is that the rifles and machine guns appear to have been drawn over the Dakota shotgun. The 0.5 machine gun also seems to have a UAC logo on the back.]]&lt;br /&gt;
[[Image:Doom Alpha Guns PickUps.jpg|thumb|none|300px|Pickup sprites of weapons from the Alpha Versions. These are only the ones that got finished, as the rest remained at the sketch level. At the top are shotgun and machine gun (where its cooling cover and compensator on the barrel are clearly visible) pickups from the 0.4 Alpha. Below is the pickup for the rocket launcher from the 0.5 Alpha; despite the fact that the first-person graphics were highly unfinished (simply showing a rocket coming out of the left of the screen, and just reusing the shotgun's graphics in-game), this shows that the initial idea of ​​the Rocket Launcher was a revolving 4-barrel launcher, subsequently replaced by the usual single-barrel.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Trese&amp;diff=1569408</id>
		<title>Trese</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Trese&amp;diff=1569408"/>
		<updated>2023-04-08T09:37:28Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox TV_NC|{{PAGENAME}}&lt;br /&gt;
|name= Trese&lt;br /&gt;
|picture = Trese poster.jpg&lt;br /&gt;
|caption = ''Poster''&lt;br /&gt;
|country = [[File:PHL.jpg|25px]] Philippines&amp;lt;br&amp;gt; [[File:Singapore.jpg|25px]] Singapore&lt;br /&gt;
|channel =  [[Netflix]]&lt;br /&gt;
|genre = Crime&amp;lt;br&amp;gt; Detective&amp;lt;br&amp;gt; Fantasy&amp;lt;br&amp;gt; Horror&amp;lt;br&amp;gt; Mystery&amp;lt;br&amp;gt; Thriller&lt;br /&gt;
|creator = Budjette Tan&amp;lt;br&amp;gt; Kajo Baldisimo&lt;br /&gt;
|dates = 2021&lt;br /&gt;
|language = English&lt;br /&gt;
|seasons = 1&lt;br /&gt;
|episodes = 6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Animation Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==Glock pistol==&lt;br /&gt;
A [[Glock]]-type pistol is used by Dr. Petra Galliaga as a self-defense weapon in the third episode.&lt;br /&gt;
&lt;br /&gt;
[[File:TreseS01E03 05.jpg|thumb|none|600px|Petra takes out her Glock in the third episode after hearing strange noises.]]&lt;br /&gt;
[[File:TreseS01E03 06.jpg|thumb|none|600px|Rear shot of the slide.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle==&lt;br /&gt;
Dual [[Desert Eagle]]s in stainless finishes are used by Crispin and Basilio, aka the Kambals, as their sidearms when battling aswangs. They're enhanced to fire magic ammo against the supernatural many times. General Villar and Captain Guerrero uses regular versions in the fifth episode.&lt;br /&gt;
&lt;br /&gt;
[[Image:DEMkXIX44.jpg|thumb|500px|none|Desert Eagle Mark XIX - .44 Magnum]]&lt;br /&gt;
[[File:TreseS01E01 00.jpg|thumb|none|600px|The masked Crispin and Basilio battle aswangs inside a Chinese restaurant in the first episode.]]&lt;br /&gt;
[[File:TreseS01E02 00.jpg|thumb|none|600px|The brothers open fire on Bagyong Kulimlim in the middle of the second episode.]]&lt;br /&gt;
[[File:TreseS01E04 02.jpg|thumb|none|600px|The brothers with Alexandra Trese fighitng the zombies in the fourth episode.]]&lt;br /&gt;
[[File:TreseS01E05 00.jpg|thumb|none|600px|General Villar opens fire during a siege in the fifth episode.]]&lt;br /&gt;
[[File:TreseS01E05 01.jpg|thumb|none|600px|Captain Guerrero joins in on the gunfight.]]&lt;br /&gt;
[[File:TreseS01E06 01.jpg|thumb|none|600px|Crispin ''greets'' his dad, Datu Talagbusao, by firing his magic DEs at him in the sixth episode.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
A stainless [[M1911A1]] is seen in the third episode with one of Anton Trese's men. A regular one is seen with Guerrero in his days before working with Alexandra.&lt;br /&gt;
&lt;br /&gt;
[[File:NickelM1911A1.jpg|thumb|300px|none|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[File:TreseS01E03 10.jpg|thumb|none|600px|The M1911A1 aimed at the Kambals when they were still young and crazy in the third episode.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:M1911A1USAF.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:TreseS01E04 05.jpg|thumb|none|600px|Guerrero does what no ordinary can do in the fourth episode. He opens fire at Datu Talagbusao.]]&lt;br /&gt;
[[File:TreseS01E06 00.jpg|thumb|none|600px|He does it again in the sixth episode. Except that it ends bad for him.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
A [[Colt Python]] in a stainless finish is used by Hank as one of his personal weapons. Guerrero and (for a while) Lieutenant Tapia in the fourth episode when a Manila Police Department station is targeted by an undead horde.&lt;br /&gt;
&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|500px|none|Stainless Steel Colt Python with 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:TreseS01E03 08.jpg|thumb|none|600px|Hank holsters the revolver in the third episode.]]&lt;br /&gt;
[[File:TreseS01E03 09.jpg|thumb|none|600px|The revolver fired at the tiyanak.]]&lt;br /&gt;
[[File:TreseS01E04 00.jpg|thumb|none|600px|Tapia with his revolver after the station is raided by the undead in the fourth episode.]]&lt;br /&gt;
[[File:TreseS01E04 01.jpg|thumb|none|600px|Guerrero willing to go in a blaze of glory while facing the zombie horde.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
An [[AKS-74U]] is seen with an demon hunter called up by Anton Trese in the fifth episode.&lt;br /&gt;
&lt;br /&gt;
[[File:AKS74U.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:TreseS01E05 06.jpg|thumb|none|600px|The demon hunter with the Russian-made carbine in the fifth episode. While the barrel is different, the rest of the body (and stock) is from the actual weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[Colt M4A1]] carbine is seen with Philippine Army troops summoned to the New Bilibid Prison in the fifth episode.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|thumb|none|500px|Colt M4A1 SOPMOD with M68 Aimpoint reflex optic, Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[File:TreseS01E05 04.jpg|thumb|none|600px|PA troops aim their carbines at ex-Mayor Santamaria in the fifth episode.]]&lt;br /&gt;
[[File:TreseS01E05 05.jpg|thumb|none|600px|The carbines ''magically'' taken from the possessed PA troops.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Maruzen CA870 CQB==&lt;br /&gt;
A shotgun based on the [[Maruzen CA870 CQB]] is first seen in the third episode, usually seen with Hank. Tapia seems to briefly use it near the end of the fourth episode.&lt;br /&gt;
&lt;br /&gt;
[[File:Smith wesson m3000 shotgun 001.jpg|thumb|none|500px|Maruzen CA870 sawed-off]]&lt;br /&gt;
[[File:TreseS01E03 01.jpg|thumb|none|600px|One of Anton Trese's men in positio to stop a demon summoning ritual in third episode.]]&lt;br /&gt;
[[File:TreseS01E03 00.jpg|thumb|none|600px|Crispin and Basilio, fighting young while they get the CQB.]]&lt;br /&gt;
[[File:TreseS01E03 02.jpg|thumb|none|600px|Hank Sparrow prepares for action.]]&lt;br /&gt;
[[File:TreseS01E03 03.jpg|thumb|none|600px|Hank searches a corridor for the tiyanak.]]&lt;br /&gt;
[[File:TreseS01E03 04.jpg|thumb|none|600px|Hank not realizing his shotgun is hacked to pieces.]]&lt;br /&gt;
[[File:TreseS01E04 03.jpg|thumb|none|600px|Hank greets Ibwa with the shotgun aimed at his crotch in the fourth episode.]]&lt;br /&gt;
[[File:TreseS01E04 04.jpg|thumb|none|600px|You can see Tapia going crazy after killing his first zombie.]]&lt;br /&gt;
[[File:TreseS01E05 03.jpg|thumb|none|600px|The shotgun with Hank in a flashback sequence in the fifth episode.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] is seen mounted on PA Humvees in the fifth and sixth episodes.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2_plain.jpg|thumb|none|550px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TreseS01E05 02.jpg|thumb|none|600px|A PA Humvee with the M2HB outside New Bilibid Prison in the fifth episode.]]&lt;br /&gt;
[[File:TreseS01E06 02.jpg|thumb|none|600px|That badass PA soldier fires the machine gun in the sixth episode without regard for danger.]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] is seen near the end of the sixth episode in Datu Talagbusao's vision when he tries to tempt Alexandra to lead mansion in a post-apocalyptic world.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minimi Standard 5.56 (2012).jpg|thumb|none|400px|FN Minimi Standard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TreseS01E06 09.jpg|thumb|none|600px|The Kambals make a pose behind the throne in the sixth episode when the war god shows a vision of Alexandra in a sexy dark girl look.]]&lt;br /&gt;
&lt;br /&gt;
==Handheld M134 Minigun==&lt;br /&gt;
A [[M134 Minigun]] outfitted with ammo backpacks were magically summoned by the Kambals to take on Datu Talagbusao near the end of the sixth episode.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun with ammo backpack.jpg|thumb|none|450px|M134 Minigun with ammo backpack.]]&lt;br /&gt;
[[File:TreseS01E06 03.jpg|thumb|none|600px|The M134 with ammo backpack summoned in the sixth episode.]]&lt;br /&gt;
[[File:TreseS01E06 04.jpg|thumb|none|600px|Let 'em rip, boys.]]&lt;br /&gt;
[[File:TreseS01E06 05.jpg|thumb|none|600px|The M134s fired on Datu Talagbusao in a circle.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is used by Guerrero and an unnamed PA soldier to fight Datu Talagbusao from long range as they were not trained to face supernatural enemies in the sixth episode. This is actually correct in the 2010s as the PA obtained RPGs for anti-terrorism/insurgency operations in Mindanao based on their experienced in fighting rogue MNLF fighters in Zamboanga City.&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|400px|RPG-7 70mm]]&lt;br /&gt;
[[File:TreseS01E06 06.jpg|thumb|none|600px|Guerrero secures the RPG-7s in the sixth episode.]]&lt;br /&gt;
[[File:TreseS01E06 07.jpg|thumb|none|600px|Firing PG-7 warheads at the war god.]]&lt;br /&gt;
[[File:TreseS01E06 08.jpg|thumb|none|600px|When all you have a Russian-made rocket-propelled grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
==Hank's Trunk of guns==&lt;br /&gt;
&lt;br /&gt;
[[File:TreseS01E03 07.jpg|thumb|none|600px|Hank gears up for war in the third episode.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Animation]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Detective]]&lt;br /&gt;
[[Category:Fantasy]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Mystery]]&lt;br /&gt;
[[Category:Philippine Produced]]&lt;br /&gt;
[[Category:Netflix]]&lt;br /&gt;
[[Category:Singaporean Produced]]&lt;br /&gt;
[[Category:Thriller]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Advanced_Warfare&amp;diff=1568057</id>
		<title>Call of Duty: Advanced Warfare</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Advanced_Warfare&amp;diff=1568057"/>
		<updated>2023-04-01T08:55:48Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:Call of Duty Advanced Warfare cover.jpg|300px|thumb|right|''Call of Duty: Advanced Warfare'' (2014)]]&lt;br /&gt;
'''''Call of Duty: Advanced Warfare''''' is a first-person shooter developed by Sledgehammer Games for Playstation 4, Xbox One and PC, and by High Moon Studios for Playstation 3 and Xbox 360. It is the eleventh title in the series, and was officially released on November 4th, 2014, though preorders were given access the day before.&lt;br /&gt;
&lt;br /&gt;
The story once again does not follow on from any previous entry in the series, instead taking place in a high-tech future dominated by the massive Atlas PMC, an independent armed force as powerful as a first-rate military. The player takes on the role of US Marine Jack Mitchell, who loses an arm during the defence of Seoul from the North Koreans and accepts an offer of recruitment from Atlas rather than retiring. Following a series of attacks on nuclear power plants by the KVA terror group, Atlas' power grows even more, but Mitchell soon finds evidence that charismatic Atlas CEO Jonathan Irons is hiding a sinister secret.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms are seen in the video game ''Call of Duty: Advanced Warfare''''':&lt;br /&gt;
&lt;br /&gt;
'''Note: spoilers are present in some descriptions.'''&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Advanced Warfare'' features the same two-weapon system as previous games in the series; in singleplayer the player can use any two weapons they can find (along with a predetermined set loadout), while in multiplayer they can use one primary and one secondary weapon, or use the &amp;quot;Overkill&amp;quot; wildcard to allow the use of two primary weapons. As usual, weapons often have different stats in multiplayer modes (including Exo Survival and Exo Zombies) compared to singleplayer. One new addition added to multiplayer mode is the ability to perform a Fast Reload or a Speed Reload, in lieu of the &amp;quot;Slight of Hand&amp;quot; perk or &amp;quot;Fast Mags&amp;quot; attachment in previous entries (although &amp;quot;Dual Magazines&amp;quot; exist as an available attachment in this game). Wherein the player reloads the weapon faster (often by the dropping the magazine instead of switching to a new one or by gradually speeding up the animation) at the expense of all of the remaining ammo supply that the weapon has. This ability can be performed in all multiplayer modes, but it cannot be performed in both campaign and Exo Zombies modes; as instead, reload speed can be upgraded up to 50% via Exo Upgrade System (which costs upgrade points, which are gained by completing challenges) after missions or through Exo Reload upgrade (the analogue for Speed Cola) respectively.&lt;br /&gt;
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Progression in multiplayer is similar to previous games of the series, with all weapons from the base game being unlocked through level progression. The game introduces variant weapons in &amp;quot;supply drops&amp;quot; which have altered stats, textures and models as well as special titles, in a system a little reminiscent of the ''Borderlands'' games. The game also introduces several weapons exclusive in multiplayer that require either obtaining the paid DLC (two of which are the fictional &amp;quot;AE4&amp;quot; and &amp;quot;Ohm&amp;quot; firearms, which will not be covered in this article) or obtaining the a variant of the DLC weapon in question (as it unlocks base version of the gun as well). Going to Prestige mode retains the weapon variants as well as the post-launch weapons unlocked from the variants. Obtaining a weapon variant (much less, getting a elite variant as well as a new gun) was notoriously rare (and especially grindy, even) during the game's lifetime, and it became a controversial element (along with randomized supply drop lootboxes and without any guarantees that it will reward a new gun as well as some overpowered weapon variants) that would plague the series until the 2019 ''Modern Warfare'' reboot, where it was ditched in favor of the battle pass or a challenge requirement entirely. Some enemies in the campaign wield weapon variants, and they can be used.&lt;br /&gt;
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Multiplayer reuses the same Pick Ten system first used in ''[[Call of Duty: Black Ops II|Black Ops II]]'', albeit modified to Pick 13 specifically for this title (as the streaks now cost points in this iteration), giving 13 allocation points to pick their equipment, perks and scorestreaks. In addition to this, some multiplayer maps feature water as a terrain element, but players cannot use firearms while on water, only a knife. Weapon categories are the same as ''Ghosts'', but with the marksman rifles category moved to the assault rifles category (as with previous games), machine guns are renamed to &amp;quot;Heavy Weapons&amp;quot; (thus circumventing the &amp;quot;all machine guns are LMGs&amp;quot; definition) and include various fictional direct energy weapons, and &amp;quot;Special&amp;quot; weapons include a few various oddball weapons that fit a certain niche, with differing weapon choices depending on what weapon slot it takes.&lt;br /&gt;
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The game also features &amp;quot;Exo Survival&amp;quot;, a class-based variant on the Survival mode of ''Modern Warfare 3'' where weapons are bought from an armory using upgrade points earned during the game. Unlike ''MW3'', there is no persistent unlock system based on player level, the unlocks instead resetting after every match. The class system limits the weapons the player character can use; all classes can use pistols, while the Light class is limited to assault rifles and SMGs, the Heavy to heavy weapons, the Specialist to shotguns and sniper rifles and the Demolitions class (added in a later update) to launchers and SMGs. This limit can be removed if the player receives the &amp;quot;Weapons Free&amp;quot; perk from a care package supply drop.&lt;br /&gt;
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In later updates of the installment, the game introduces another mode of play, being &amp;quot;Exo Zombies&amp;quot; which is a variation of the Zombies gamemode originally started from ''World at War'', only exclusive through DLC. As before, the player starts off with a pistol (this time being the fictional &amp;quot;Atlas 45&amp;quot;), in which they can purchase additional weapons off of the walls or via 3D Printer (which is the analogue of the &amp;quot;Mystery Box&amp;quot; of Treyarch's Zombies). Weapons cannot be upgraded through the &amp;quot;Pack-A-Punch&amp;quot; machine - instead, they must be upgraded through the &amp;quot;Upgrade Station&amp;quot; akin to Exo Survival, giving increased stats, attachments (with some exclusive to these modes) at various levels, and a camouflage applied to them, and unlike the previous games, upgrades are permanent, even when the gun was exchanged to a new one.&lt;br /&gt;
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Attachments in the game follow the same system as ''Black Ops II'', wherein the player can attach 2 and 1 modifications to the primary weapon and secondary weapon respectively, and it can be increased through the &amp;quot;Gunfighter&amp;quot; wildcards. The choice of attachments also differs if the weapon is a direct energy weapon or a ballistic one.&lt;br /&gt;
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Owing to the future setting of the 2070s, many of the weapons in the game are futuristic versions of weapons which have appeared previously in the series, often using reworked versions of the old models and identical or slightly altered animations for actions like reloading. Some energy weapons featured in the game do not require ammo in most modes, they can overheat which forces the player to cool the weapon down (or for the case of the &amp;quot;AE4&amp;quot;, exchanging some sort of battery), or when the player cools them down prematurely. In Exo Zombies, this is not the case, as while they cannot overheat, they can run of ammo.&lt;br /&gt;
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Due to the ''extensive'' (much more so than any other game in the ''Call of Duty'' series) customizable element of the multiplayer character (often known as &amp;quot;Operator&amp;quot;), the player character's appearance will change throughout the page, and their gender may refer to &amp;quot;he&amp;quot; or &amp;quot;she&amp;quot; depending on the selected face of the character. This does not apply to Exo Zombies or the campaign due to having fixed playable characters.&lt;br /&gt;
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'''See the [[Talk:Call of Duty: Advanced Warfare|discussion page]] for fictional weapon information.'''&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
During the campaign mission &amp;quot;Sentinel,&amp;quot; a collection of antique weapons can be found in Johnathan Irons' office, including a pair of [[blunderbuss]] pistols; they cannot be used.&lt;br /&gt;
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A July 2015 update later added the blunderbuss as a shotgun in multiplayer. Contrary to what one might expect from a weapon with a highly complex reloading procedure in a game series known for incorrect weapon operation, the animations seem to be more or less functionally correct- to compensate for the length of the reloading animation (even at the feverish pace shown in game, it still takes far longer than the other shotguns). Furthermore, the player character forgoes any sort of measurement of powder and shot, instead simply throwing a dash of powder (far too little to actually propel its payload any particularly substantial distance) and a few (9, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod. It is absurdly powerful- not so much based on raw damage (its per-pellet damage model is the same as the &amp;quot;Tac-19&amp;quot;), but on its pellet count- 18 (doubled the actual pellet count in its reload animation), compared to the previously universal standard of 8.&lt;br /&gt;
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Being a very obsolete weapon (even under the context of ''advanced'', futuristic warfare, no pun intended), it can accept a few attachments, that being advanced rifling (despite being a smoothbore firearm), a stock (which is nonsensical, given that the firearm already has a stock), and a quickdraw grip, all of which do not affect the weapon's appearance whatsoever.&lt;br /&gt;
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[[Image:EnglishBlunderbuss1766.jpg|thumb|none|400px|Modern replica of English 1766 Blunderbuss Flintlock]]&lt;br /&gt;
[[Image:CoDAW-Blunderbuss-1.jpg|thumb|none|600px|Mitchell looks over the two blunderbusses, seemingly annoyed that he cannot tape four of them together and call it a &amp;quot;Blundergat&amp;quot;.]]&lt;br /&gt;
[[Image:CoDAW-Blunderbuss-2.jpg|thumb|none|600px|Some supply drop variants of the Blunderbuss in the multiplayer selection menu. Note the &amp;quot;Thunderpipe&amp;quot; variant at the left; this is actually a translation of the Dutch word &amp;quot;donderbus&amp;quot;, from which the word &amp;quot;blunderbuss&amp;quot; was derived.]]&lt;br /&gt;
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==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] has been added via a September 2015 update, and only available in multiplayer modes as a supply drop gun. Here, it is known as the &amp;quot;1911&amp;quot;, though it features upgrades from the A1 version. Unlike previous (or even later) installments of the M1911 featured throughout the series, the base variant isn't in its standard nor nickel finish, it is in a olive drab green finish instead, though the &amp;quot;Single Stack&amp;quot; variant of the M1911 allows the M1911 to use the standard finish as with previous games.&lt;br /&gt;
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[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDAW M1911.jpg|thumb|none|600px|The M1911 in the selection menu.]]&lt;br /&gt;
[[File:CODAW_1911_(1).jpg|thumb|none|600px|A US Marine drawing the (archaic, but equally venerable) M1911A1 by dramatically racking the slide with his forefathers at the background.]]&lt;br /&gt;
[[File:CODAW_1911_(2).jpg|thumb|none|600px|The M1911A1 at rest, being a national park guard is never easy, after all.]]&lt;br /&gt;
[[File:CODAW_1911_(3).jpg|thumb|none|600px|Taking a peek of its sights. Thankfully, the M1911A1 takes a break here after being on the road for so long with starting [[Call of Duty: World at War#Colt M1911 Hybrid|zombie slayers]].]]&lt;br /&gt;
[[File:CODAW_1911_(4).jpg|thumb|none|600px|Reloading the M1911A1 is the standard pistol reload we're all familiar with since ''Modern Warfare''. It also looks rather oversized for some reason, especially on lower FOV.]]&lt;br /&gt;
[[File:CODAW_1911_(5).jpg|thumb|none|600px|Thumbing the slide release to ready position.]]&lt;br /&gt;
[[File:CODAW_1911_(6).jpg|thumb|none|600px|The &amp;quot;Single Stack&amp;quot; variant and a tactical knife; this variant gives an extra reserve magazine at the cost of increased recoil (aside from the normal finish we're all familiar with). The reload animation while wielded is similar to the [[Beretta M9A1]] from ''Ghosts'', as with most things ported over from.]]&lt;br /&gt;
[[File:CODAW_1911_(7).jpg|thumb|none|600px|The slightly gold &amp;quot;Hammer Bite&amp;quot; variant with dark grips, dual-wielded this time. These come in with extended magazines as a result, which hold 10 in each gun.]]&lt;br /&gt;
[[File:CODAW_1911_(8).jpg|thumb|none|600px|Dumping both magazines down as the marine reloads.]]&lt;br /&gt;
[[File:CODAW_1911_(9).jpg|thumb|none|600px|Raising up and pressing both slide releases after an off-screen reload.]]&lt;br /&gt;
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==LeMat 1861==&lt;br /&gt;
The [[LeMat 1861]] single-action revolver was added via a May 2015 update as a supply drop weapon available in multiplayer. It is called the &amp;quot;M1 Irons&amp;quot; in-game, and by default incorrectly holds 6 rounds per cylinder instead of 9, and it cannot accept extended magazines normally. When upgraded in Exo Zombies mode, it gets the correct 9-round capacity, but the weapon model still shows a 6-round cylinder. The underbarrel shotgun cannot be used, despite the visible presence of the selector lever on the hammer.&lt;br /&gt;
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Despite being based on the percussion model, the weapon fires centerfire cartridges, and is modeled with a swing-out cylinder. The gun is modeled with a ramming lever on its left side, apparently purely for aesthetics, as it would logically be completely unusable on a cartridge-converted LeMat revolver. The primers of the centerfire cartridges have massively exaggerated appearances to make them appear like percussion caps.&lt;br /&gt;
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Unlike every other handgun in the ''Call of Duty'' series, the M1 Irons is categorized as a &amp;quot;Specials&amp;quot;-type primary weapon (normally reserved for heavy, explosive, or melee weapons) rather than a pistol-type secondary weapon (though having the Overkill wildcard allows the weapon to be placed in the secondary slot). It does however feature un-pistol-like properties that suit its status as a primary weapon: it has very low recoil, extreme accuracy cone, fast firing rate, high damage output (that surpasses the 7.62mm MK14, as a comparison) and a long draw time (which is similar to most rifles, but pales in comparison to pistols).&lt;br /&gt;
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[[File:Lemat.jpg|thumb|none|350px|LeMat 1861 - .36 or .44 caliber]]&lt;br /&gt;
[[File:CoDAW M1 Irons.jpg|thumb|none|600px|The &amp;quot;M1 Irons&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CODAW_LeMat_(1).jpg|thumb|none|600px|The &amp;quot;M1 Irons&amp;quot; revolver held by the multiplayer Operator player character. Interestingly, the player can pose differently depending on the currently selected attachments and/or variant.]]&lt;br /&gt;
[[File:CODAW_LeMat_(2).jpg|thumb|none|600px|Equipping the LeMat 1861-type handgun depicts the player character tossing up the revolver, catching it and fanning the hammer down to ensure it is ready to fire. Holstering or reequipping the firearm all involves twirling the firearm to/from its holster.]]&lt;br /&gt;
[[File:CODAW_LeMat_(3).jpg|thumb|none|600px|Since desert recreations of the ole' west in America aren't a locale nowadays, the cowboy operator decides to bring his LeMat to the next best thing: the ruins of a nuclear fusion plant in the Gobi desert.]]&lt;br /&gt;
[[File:CODAW_LeMat_(4).jpg|thumb|none|600px|Like the Taurus Raging Bull from ''Ghosts'', the operator cocks the hammer in single-action mode (as this is suitably mandatory for the obsolete LeMat). Unlike that game, the operator fans the hammer using his other palm when hipfiring, fitting of its spaghetti western style depicted here.]]&lt;br /&gt;
[[File:CODAW_LeMat_(5).jpg|thumb|none|600px|Firing the weapon while aiming down the sights (as seen in this shot) or while holding another item thumbs the hammer instead. Speaking of &amp;quot;spaghetti western style&amp;quot;, firing the weapon will produce stock firearm ricochet sounds in addition to its own firing sound.]]&lt;br /&gt;
[[File:CODAW_LeMat_(6).jpg|thumb|none|600px|Reloading the weapon depicts the LeMat as a swing-out revolver, though without any cylinder release lever modeled in. The operator wisely uncocks the hammer when doing this, and this detail is skipped when the revolver is empty.]]&lt;br /&gt;
[[File:CODAW_LeMat_(7).jpg|thumb|none|600px|The operator uses gravity to make the rounds (all of which are unfired) fall out of the chamber...]]&lt;br /&gt;
[[File:CODAW_LeMat_(8).jpg|thumb|none|600px|... inserts all 6 rounds via speedloader...]]&lt;br /&gt;
[[File:CODAW_LeMat_(9).jpg|thumb|none|600px|... swings the chamber back into position and recocks the hammer.]]&lt;br /&gt;
[[File:CODAW_LeMat_(10).jpg|thumb|none|600px|Equipping the dual-wielded &amp;quot;Unforgiving Truth&amp;quot; variant, with a more modern model. On a side note, although some variants of the M1 Irons come dual-wielded by default, this is not one of them. On another side note, you do NOT want to twirl the revolvers with both hammers cocked. The animations are partially recycled from the Anaconda revolvers from ''MW2'', with slight alterations from the original LeMat animation set.]]&lt;br /&gt;
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==MP-443 Grach==&lt;br /&gt;
The [[MP-443 Grach]] appears in the game with enlarged cocking serrations. It mounts a very large front-mounted accessory rail when using optics, and incorrectly fires in 2-round bursts; only the version used in the mission &amp;quot;Sentinel&amp;quot; has the correct semi-automatic mode. It has an erroneous 12-round capacity by default, but the extended magazine attachment gives the correct 18-round capacity.&lt;br /&gt;
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In Exo Survival mode it is the secondary starting weapon for the Heavy class; the version the Heavy starts with automatically has the extended mags upgrade. Oddly, this does not stop the player from buying it again by clicking on the word &amp;quot;equipped,&amp;quot; which charges two upgrade points in return for nothing at all.&lt;br /&gt;
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[[Image:MP433Grach.jpg|none|thumb|350px|MP-443 &amp;quot;Grach&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:CODAW_MP443_(1).jpg|thumb|none|600px|A Sentinel special operative holding the MP-443 Grach in a massive space elevator at the gulf of Mexico. Given the game's futuristic setting, it may have been possible that the Grach was further developed into a burst-fire variant. Time will tell if that is the case.]]&lt;br /&gt;
[[File:CODAW_MP443_(2).jpg|thumb|none|600px|Iron sights. Here, the user aims the pistol with one hand, unlike in ''Ghosts'' where it is held with two, most likely because of the exoskeleton doing wonders.]]&lt;br /&gt;
[[File:CODAW_MP443_(3).jpg|thumb|none|600px|Reloading, the operative drops the magazine...]]&lt;br /&gt;
[[File:CODAW_MP443_(4).jpg|thumb|none|600px|... and pushes in a new one. This one shares the same reload animation (once again) from the M9A1 from ''Ghosts'', rather than reusing its own animation set from the previous game.]]&lt;br /&gt;
[[File:CODAW_MP443_(5).jpg|thumb|none|600px|On empty, the operative thumbs the bolt release once he inserted the fresh mag.]]&lt;br /&gt;
[[File:CODAW_MP443_(6).jpg|thumb|none|600px|Some variants of the MP-443 are fitted with compensators (such as the &amp;quot;Dimension&amp;quot; variant) and different textured grips. Do note that the compensator isn't actually an &amp;quot;attachment&amp;quot; defined in game, and as such it does not count towards the attachment limit and it can be suppressed. Also note the faint &amp;quot;PROPERTY RU&amp;quot; and &amp;quot;SHG&amp;quot; markings, the very clear &amp;quot;MP443&amp;quot; slide marking is also seen, and replaces the original markings seen in the standard variant.]]&lt;br /&gt;
[[File:CODAW_MP443_(7).jpg|thumb|none|600px|While not the first game that allows pistols to accept sight attachments, ''Advanced Warfare'' allows every sidearm (including the LeMat revolver) to be fitted with most of the sight attachments featured in this game. The MP-443 here (&amp;quot;Sighted&amp;quot; variant) uses an attachment rail when fitting sights or a laser module, the sight specifically attached here is a &amp;quot;auto focus sight&amp;quot;, which zooms the player's view when remaining stationary (while there is no in-universe reason on ''how'' the player automatically zooms when stationary, it may have been the eyegear that the player character wears interfacing with the sight).]]&lt;br /&gt;
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==VBR-Belgium PDW==&lt;br /&gt;
&lt;br /&gt;
The [[VBR-Belgium PDW]] returns from ''Ghosts'' as a sidearm, this time being fully automatic and having a garish paint job; unlike ''Ghosts'' where the player character holds it at arm's length in one hand, it is held close using the foregrip. In addition to this, the charging handle is correctly not pulled after a partial reload (whereas in ''Ghosts'' it is always done regardless). However, the reload animation while holding a tactical knife was incorrectly changed to other pistols of its class, meaning the charging handle is not pulled after an empty reload. By default it has a 15 round magazine, increasing to 22 with extended mags.&lt;br /&gt;
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In Exo Survival mode it is the secondary starting weapon for the Specialist class. Like the Heavy's MP-443, the Specialist's PDW gets a free extended mags upgrade.&lt;br /&gt;
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[[Image:Vbr-b-compact.jpg|thumb|350px|none|VBR-Belgium PDW - 7.92x24mm]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(1).jpg|thumb|none|600px|In Dallas, Texas, a US Marine unholsters his VBR-Belgium PDW to assist local police in a crime scene that happened recently.]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(2).jpg|thumb|none|600px|Keeping an eye on local bandits that keep hopping around the block, he aims down his sights across the building.]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(3).jpg|thumb|none|600px|After a brief firefight (at literally nothing particular after all), the marine drops the old magazine...]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(4).jpg|thumb|none|600px|... and reloads a new one, showing the [[Glock]]-a-like finish it is trying to imitate.]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(5).jpg|thumb|none|600px|Unlike ''Ghosts'', pulling the charging handle back is only done after an empty magazine.]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(6).jpg|thumb|none|600px|Reloading the &amp;quot;Chop-Chop&amp;quot; variant with a tactical knife equipped, this variant has a slightly longer barrel and a all-black finish. Unfortunately, as a result of reusing the animations from the MP-443 and the P226 from ''Ghosts'' (rather than its own animation from that game), the player does not chamber a round regardless if the PDW is empty or not.]]&lt;br /&gt;
[[File:CODAW_VBRPDW_(7).jpg|thumb|none|600px|The PDWs (as the &amp;quot;Sub Cal&amp;quot; variant) dual-wielded as the marine is currently distracted by the obscure on-going hoverbike race going on at the background.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AMR9&amp;quot;==&lt;br /&gt;
The &amp;quot;AMR9&amp;quot; is a fictional AR15-pattern carbine with a left side charging handle: it is classified as an SMG, even though the magwell indicates that it is chambered in 5.56x45mm. It fires in 5-round bursts (a nonexisting feature in any burst-firing weapon), and for some reason its fire mode is described as &amp;quot;double barrel&amp;quot; (instead of &amp;quot;burst fire&amp;quot;) in the HUD in multiplayer. Unique to all SMGs in its category, it can accept a fictional underbarrel grenade launcher.&lt;br /&gt;
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[[Image:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger with magazine removed - 7.62x35mm]]&lt;br /&gt;
[[Image:CoDAW AMR9 menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;AMR9&amp;quot;.]]&lt;br /&gt;
[[File:CODAW_AMR9_(1).jpg|thumb|none|600px|The &amp;quot;AMR9&amp;quot; subgun held by the tactical operator.]]&lt;br /&gt;
[[File:CODAW_AMR9_(2).jpg|thumb|none|600px|Equipping the AMR9 on the high tower pods of Babylon Gardens.]]&lt;br /&gt;
[[File:CODAW_AMR9_(3).jpg|thumb|none|600px|Holding the AMR9; with the AR elements featured in the weapon, it may have been a rebuilt Honey Badger from the previous game, but it is by no means identical.]]&lt;br /&gt;
[[File:CODAW_AMR9_(4).jpg|thumb|none|600px|Iron sights. On a side note, the charging handle on the side of the weapon reciprocates each shot; again, none of the AR variants in real life do that, unless the internal parts are damaged.]]&lt;br /&gt;
[[File:CODAW_AMR9_(5).jpg|thumb|none|600px|Reloading; all of the AR features are present, but the fire selector being positioned in the wrong spot made him all the more distracted and worried because of the fact that there is no &amp;quot;burst&amp;quot; option, despite being a burst-firing weapon. In addition to this, the empty magazine still has bullets modeled in.]]&lt;br /&gt;
[[File:CODAW_AMR9_(6).jpg|thumb|none|600px|Inserting the magazine. Note the &amp;quot;automatic pistol rifle&amp;quot; marking, so presumably it fires entire [[Beretta 93R]]s at people.]]&lt;br /&gt;
[[File:CODAW_AMR9_(7).jpg|thumb|none|600px|Working the charging handle, should all 7 bursts of the SMG (or carbine or PDW?) be expended.]]&lt;br /&gt;
[[File:CODAW_AMR9_(8).jpg|thumb|none|600px|Variants of the AMR9 replace with a new one, the &amp;quot;Pro Pipe&amp;quot; being a wood stock with engravings on it...]]&lt;br /&gt;
[[File:CODAW_AMR9_(9).jpg|thumb|none|600px|... and the &amp;quot;Express&amp;quot; with a more-modern look and tactical feel. The &amp;quot;9&amp;quot; is printed on the bottom of the rear sights for some variants, though the firing selector markings disappear.]]&lt;br /&gt;
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==&amp;quot;ASM1&amp;quot;==&lt;br /&gt;
The &amp;quot;ASM1&amp;quot; is essentially a futuristic [[Thompson Submachine Gun]]; the campaign version and both the &amp;quot;Speakeasy&amp;quot; and &amp;quot;Royalty&amp;quot; elite supply drop variants in multiplayer come with an M1921 / M1928-style foregrip (though it does not stop the player from attaching a &amp;quot;foregrip&amp;quot; attachment in multiplayer, which does not change the model). It uses a thick dual-column straight magazine with a capacity of 35 rounds in multiplayer, 45 in campaign and 50 in Exo Zombies. The extended magazine attachment in multiplayer gives a 52-round capacity without changing the magazine model, but the &amp;quot;Speakeasy&amp;quot; and &amp;quot;Royalty&amp;quot; variants are actually loaded with a drum magazine; the &amp;quot;Speakeasy&amp;quot; and &amp;quot;Strider&amp;quot; variants also have an actual Thompson stock. The ASM1 is used by Atlas PMC forces, and is one of the most common weapons in the game.&lt;br /&gt;
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[[Image:Colt1921AC.jpg|thumb|none|400px|Colt M1921AC Thompson with 20-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:CoDAW ASM1 menu icon.jpg|thumb|none|600px|The &amp;quot;ASM1&amp;quot; in the selection menu.]]&lt;br /&gt;
[[File:CODAW_ASM1_(1).jpg|thumb|none|600px|An Atlas infantry soldier with a standard ASM1 on his side, note similarities between this and the Thompson SMG.]]&lt;br /&gt;
[[File:CODAW_ASM1_(2).jpg|thumb|none|600px|The (infamous, real-life or not) &amp;quot;Speakeasy&amp;quot; variant of the ASM1 in the lobby menu; note the drum magazine, foregrip and the (barely visible) stock, which are all features of the Thompson associated with.]]&lt;br /&gt;
[[File:CODAW_ASM1_(3).jpg|thumb|none|600px|With the space Thompson in hand, he brings it to an air defense base underneath the Golden Gate Bridge - under the threat of an incoming tsunami.]]&lt;br /&gt;
[[File:CODAW_ASM1_(4).jpg|thumb|none|600px|Holding the ASM1, nothing really noteworthy.]]&lt;br /&gt;
[[File:CODAW_ASM1_(5).jpg|thumb|none|600px|Iron sights, seems that the rear sights was a victim of a budget cuts incident involving eye perspective in first person shooters compared to real life. The windage adjustment line marks don't really do much, despite being spared.]]&lt;br /&gt;
[[File:CODAW_ASM1_(6).jpg|thumb|none|600px|Pulling out the magazine; which appears to be modeled after a 20 round magazine.]]&lt;br /&gt;
[[File:CODAW_ASM1_(7).jpg|thumb|none|600px|Inserting a fresh magazine. Markings on the weapons say that is a &amp;quot;US Model [of] 2033&amp;quot;, which a number of 4699A, it is classified as an &amp;quot;ASM1 SMG&amp;quot; with the caliber of .45. There is also a large &amp;quot;G. R. ARMAMENTS&amp;quot; marking, which may be one of the weapon manufactures in-universe.]]&lt;br /&gt;
[[File:CODAW_ASM1_(8).jpg|thumb|none|600px|Cocking the handle, it appears that the ASM1 is likely closed-bolt in contrast with the actual Thompson, since the bolt does not lock back to the rear. The charging handle does reciprocate each shot though.]]&lt;br /&gt;
[[File:CODAW_ASM1_(9).jpg|thumb|none|600px|Since &amp;quot;the other wiki&amp;quot; has the same exact shot, Mitchell reloads a non-customized (in game terms) ASM1 in the fission nuclear plant instead, taking a moment to let the campaign version of the foregrip be in the spotlight. The weapon in multiplayer can attach a foregrip to the ASM1 (of all variants), but it is the same foregrip that is used for every other gun in the game.]]&lt;br /&gt;
[[File:CODAW_ASM1_(10).jpg|thumb|none|600px|Hundreds of hours later, having won the lottery for overpowered weapon variants, the Atlas operator admires his &amp;quot;Speakeasy&amp;quot; variant, complete with a drum magazine (which is reflected as an &amp;quot;integral&amp;quot; extended magazine), foregrip and (not seen) wood stock, before being festooned with everything under the sun.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MP11&amp;quot;==&lt;br /&gt;
The &amp;quot;MP11&amp;quot; is a fictional SMG which appears to be rebuilt from the [[Saab Bofors Dynamics CBJ-MS]] model from ''Ghosts''. One particularly clear sign of this is that the player character always holds it as if it has a foregrip, even when it does not, due to reused animations from the CBJ-MS from ''Ghosts''. Another one is that &amp;quot;Made in Sweden&amp;quot; can be seen on the left side of the gun, the real CBJ-MS being indeed Swedish. Despite all of this, however, the design bears more similarity to the [[AEK-919K Kashtan]] with some elements of the Umarex Steel Storm BB submachine gun and a few others.&lt;br /&gt;
[[File:CBJ-MS.jpg|thumb|none|350px|Saab Bofors Dynamics CBJ-MS - 6.5x25mm CBJ-MS]]&lt;br /&gt;
[[File:AEK-919K-left.jpg|thumb|350px|none|AEK-919K Kashtan - 9x18mm Makarov]]&lt;br /&gt;
[[Image:CoDAW MP11 menu icon.jpg|thumb|none|600px|The &amp;quot;MP11&amp;quot; in the selection menu.]]&lt;br /&gt;
[[File:CODAW_MP-11_(1).jpg|thumb|none|600px|A KVA undercover mercenary holding the MP11.]]&lt;br /&gt;
[[File:CODAW_MP-11_(2).jpg|thumb|none|600px|In a bombed out prison in New Baghdad, the KVA operator investigates the area with his MP11. As mentioned before, the weapon is rebuilt from the CBJ-MS from ''Ghosts'', and thus it shares the same animation set.]]&lt;br /&gt;
[[File:CODAW_MP-11_(3).jpg|thumb|none|600px|As a result of this, it may look like he is holding the foregrip that is integral to the CBJ-MS...]]&lt;br /&gt;
[[File:CODAW_MP-11_(4).jpg|thumb|none|600px|... (though he gets briefly distracted by the irons) ...]]&lt;br /&gt;
[[File:CODAW_MP-11_(5).jpg|thumb|none|600px|... which does not even exist on this submachine gun at all.]]&lt;br /&gt;
[[File:CODAW_MP-11_(6).jpg|thumb|none|600px|Inserting the magazine, to clearly show the &amp;quot;MADE IN SWEDEN&amp;quot; markings which is true of the CBJ-MS's origins.]]&lt;br /&gt;
[[File:CODAW_MP-11_(7).jpg|thumb|none|600px|And once again, pulling the charging handle back once dry. The bolt doesn't appear to have been informed of this, however.]]&lt;br /&gt;
[[File:CODAW_MP-11_(8).jpg|thumb|none|600px|The sand-blasted &amp;quot;Plunderer&amp;quot; variant, along with player-attached suppressor, foregrip and a target-enhancer scope. Some variants (including this one) of the MP11 in-game do not have stocks modeled in; while a stock attachment can be used on this weapon, it does not change its appearance.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] has been added via a September 2015 update. This is the only ''Call of Duty'' title where the player character holds the underside of the weapon behind the magwell, when in idle. In the other games of the series, the character grasps either the magwell or (incorrectly) the magazine itself. The rate of fire in-game is higher than its real life counterpart, at 800 - 1000 (with the Rapid Fire attachment) RPM by default, or 705 - 882 RPM while using the &amp;quot;Parabellum&amp;quot; variant. This uses the same firing sounds as the &amp;quot;KF5&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:CoDAW MP40.jpg|thumb|none|600px|The MP40 in the selection menu.]]&lt;br /&gt;
[[File:CODAW_MP40_(1).jpg|thumb|none|600px|A Nigerian security officer with a piece of antique history on his hands. As a museum security officer, he knows one thing left to do...]]&lt;br /&gt;
[[File:CODAW_MP40_(2).jpg|thumb|none|600px|Nothing says &amp;quot;I love my job&amp;quot; so much as to bring an intact MP40 in a [[Call of Duty: Modern Warfare 2|eerily similar]] rooftop of an on-going skyrise in Greece.]]&lt;br /&gt;
[[File:CODAW_MP40_(3).jpg|thumb|none|600px|The MP40 in idle, having seen the internet of &amp;quot;what is the best way to hold the MP series of German submachine guns, the [[Raiders of the Lost Ark#MP40|Arabian way]]&amp;quot;, he holds the firearm by the underside directly behind the magazine well.]]&lt;br /&gt;
[[File:CODAW_MP40_(4).jpg|thumb|none|600px|Iron sights; it may not be the best grip to hold the Maschinenpistole, but at least it is better than to have it jam all of the time.]]&lt;br /&gt;
[[File:CODAW_MP40_(5).jpg|thumb|none|600px|Reloading, the Nigerian officer pulls out the magazine...]]&lt;br /&gt;
[[File:CODAW_MP40_(6).jpg|thumb|none|600px|... and shoves a new one. This animation does not seem to be shared from earlier games, fortunately to some.]]&lt;br /&gt;
[[File:CODAW_MP40_(8).jpg|thumb|none|600px|When empty, the bolt locks forward.]]&lt;br /&gt;
[[File:CODAW_MP40_(7).jpg|thumb|none|600px|Rather than locking the bolt to the rear and slapping it (something that would be seen later in ''[[Call of Duty: Black Ops III|Black Ops III]]'' or ''[[Call of Duty: Vanguard|Vanguard]]''), the player character yanks the charging handle directly, with the bolt locking back to the middle.]]&lt;br /&gt;
[[File:CODAW_MP40_(9).jpg|thumb|none|600px|After upgrading his MP40 in the Pack-A-Punch lootbox, he holds his &amp;quot;''[[Call of Duty: World at War#MP40|After Burner]]''&amp;quot; with dual mags, a foregrip and a pre-attached laser sight. He had his fair share of fun on that night.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SAC3&amp;quot;==&lt;br /&gt;
The &amp;quot;SAC3&amp;quot; is a futurized version of the [[TDI Vector#KRISS K10|KRISS K10]] prototype from 2013, albeit with a stock based on a standard KRISS Vector. The player character always uses a SAC3 in each hand (meaning it has an automatic akimbo &amp;quot;attachment&amp;quot;) and it is only available in multiplayer and Exo Zombies. Some variants (such as &amp;quot;JK&amp;quot;, &amp;quot;Blood &amp;amp; Glory&amp;quot; and &amp;quot;Pain &amp;amp; Suffering&amp;quot;) have removed stocks, while the latter two including the &amp;quot;Sporter&amp;quot; variant have longer barrels. An update later added some supply drop variants that are single-wielded, which come with a red-dot sight attachment by default.&lt;br /&gt;
&lt;br /&gt;
[[File:K10-2013.jpg|thumb|none|400px|KRISS K10, 2013 prototype - .45 ACP]]&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Vector - .45 ACP]]&lt;br /&gt;
[[File:CoDAW SAC3 menu icon.jpg|thumb|none|400px|Menu icon of the &amp;quot;SAC3&amp;quot;.]]&lt;br /&gt;
[[File:CODAW_SAC_(1).jpg|thumb|none|600px|An Argonaut paratrooper holding the SAC3s in both of his hands. While he certainly looks badass, he wouldn't be the star of the show, just yet...]]&lt;br /&gt;
[[File:CODAW_SAC_(2).jpg|thumb|none|600px|Meanwhile in Exo Zombies, Lilith Swann ([[Rose McGowan]]) holds her dual-wielded SAC3s in a doomed Atlas carrier with clipping issues, dooming those who use high FOV.]]&lt;br /&gt;
[[File:CODAW_SAC_(3).jpg|thumb|none|600px|In preparation for the next round, she drops the magazines on each pair, before the traditional off-screen reload.]]&lt;br /&gt;
[[File:CODAW_SAC_(4).jpg|thumb|none|600px|After dropping down to the heights of South Korea, the Argonaut holds a single SAC3 &amp;quot;Loner&amp;quot; variant one-handed, the iron sights never get to be used at all.]]&lt;br /&gt;
[[File:CODAW_SAC_(5).jpg|thumb|none|600px|After pulling the magazine out, he awkwardly checks if there are any rounds inside, which there are.]]&lt;br /&gt;
[[File:CODAW_SAC_(6).jpg|thumb|none|600px|He then inserts the magazine without issue; considering that these single-wielded variants were added after a patch, the reloads seem to be haphazardly animated somewhat.]]&lt;br /&gt;
[[File:CODAW_SAC_(7).jpg|thumb|none|600px|Using his psychokinetic powers, he drops the magazine down using his one hand rather than interacting it with another.]]&lt;br /&gt;
[[File:CODAW_SAC_(8).jpg|thumb|none|600px|He inserts a new one in a slightly different angle...]]&lt;br /&gt;
[[File:CODAW_SAC_(9).jpg|thumb|none|600px|... and pulls the vertical charging handle.]]&lt;br /&gt;
[[File:CODAW_SAC_(10).jpg|thumb|none|600px|Reloading the blinged out &amp;quot;Pain &amp;amp; Suffering&amp;quot; variant. Note what appears to be a gas tube atop the barrel, which isn't seen on other variants other than the &amp;quot;Thunder &amp;amp; Lighting&amp;quot;, presumably because of reasons.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The prototype version of the [[SIG-Sauer MPX]] appears as the &amp;quot;KF5&amp;quot;, equipped with a carbon fiber handguard. It is the 2013 prototype, as evidenced by the number of diagonal vents above the handguard, though it is fitted with the telescoping stock of the 2012 prototype. It is the primary starting weapon for the Light class in Exo Survival. The charging handle incorrectly reciprocates during firing; it seems that the weapon model wasn't designed for this animation, as missing textures can be seen when the charging handle moves backward. The KF5 features a weapon quirk that the first six rounds (incorrectly described as five rounds) in each magazine will deal increased damage to enemy targets, indicated by the brighter muzzle flash when the weapon fires. It may be attributed that the weapon's first six rounds use a different type of ammunition, though it is unclear if that is the case.&lt;br /&gt;
&lt;br /&gt;
As usual for weapons in the ''Call of Duty'' series, the selector switch is set to safe. Interestingly, the empty reloading animation is the same as the &amp;quot;even&amp;quot; animation of the ''[[Call of Duty: Black Ops II]]'' &amp;quot;Peacekeeper&amp;quot; when the latter's &amp;quot;fast mag&amp;quot; is used.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|400px|SIG-Sauer MPX, 2013 prototype - 9x19mm]]&lt;br /&gt;
[[File:SIG MPX.jpg|thumb|none|400px|SIG-Sauer MPX, 2012 prototype - 9x19mm]]&lt;br /&gt;
[[File:CoDAW MPX menu icon.jpg|thumb|none|400px|In-game menu icon of the MPX.]]&lt;br /&gt;
[[File:CODAW_KF5_(1).jpg|thumb|none|600px|An Atlas campaign veteran with the futurized (or less-than futurized, considering the design stems from its prototypes) &amp;lt;s&amp;gt;MP5&amp;lt;/s&amp;gt; MPX on hand.]]&lt;br /&gt;
[[File:CODAW_KF5_(2).jpg|thumb|none|600px|Pulling the charging handle upon drawing the MPX in the Artic circle.]]&lt;br /&gt;
[[File:CODAW_KF5_(3).jpg|thumb|none|600px|Handling the MPX, waiting for further orders.]]&lt;br /&gt;
[[File:CODAW_KF5_(4).jpg|thumb|none|600px|Aiming through the aperture drum sights.]]&lt;br /&gt;
[[File:CODAW_KF5_(5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODAW_KF5_(6).jpg|thumb|none|600px|Empty reload; the operator flicks the mag out.]]&lt;br /&gt;
[[File:CODAW_KF5_(7).jpg|thumb|none|600px|Inserting the magazine.]]&lt;br /&gt;
[[File:CODAW_KF5_(8).jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:CODAW_KF5_(9).jpg|thumb|none|600px|The MPX &amp;quot;Marxman&amp;quot; with a longer barrel (which translates to increased damage range at the cost of damage and recoil), player-customized dual-magazines, suppressor, red dot sight and red overall dressing.]]&lt;br /&gt;
[[File:CODAW_KF5_(10).jpg|thumb|none|600px|The &amp;quot;Single Stack&amp;quot; variant, which increases the rate of fire at the cost of damage. This variant also appears in singleplayer (albeit without the small device on the side).]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SN6&amp;quot;==&lt;br /&gt;
The &amp;quot;SN6&amp;quot; is a futuristic HK-style SMG taking most of its style cues from the [[Heckler &amp;amp; Koch UMP45]]. Despite clearly having a paddle magazine release (which Mitchell can interact in his reload animations during the singleplayer campaign), it has the same incorrect detaching operation for an empty magazine as the AK-12 in multiplayer. The left side of the receiver indicates &amp;quot;Made in America&amp;quot; and &amp;quot;9x19 Luger&amp;quot;, but weapon in-game has a straight magazine (which holds 30 rounds in Exo Zombies, 32 rounds for all other modes); the actual UMP is German, and one with a straight magazine would be chambered in .45 ACP or .40 S&amp;amp;W. The weapon itself borrows a strange attribute from the &amp;quot;HAMR&amp;quot; light machine gun in ''Black Ops II'', wherein the first four (three incorrectly mentioned in its weapon description) shots of each burst fire faster at 1090 RPM, while the remainder of the shots in a burst fire at 800 RPM. The weapon's attributes are likely inspired by the hyperburst feature in the [[AN-94]] rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:CoDAW SN6 menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;SN6&amp;quot;.]]&lt;br /&gt;
[[File:CODAW_SN6_(1).jpg|thumb|none|600px|An Atlas MP holding the SN6.]]&lt;br /&gt;
[[File:CODAW_SN6_(2).jpg|thumb|none|600px|After a traffic jam in Lagos gone wrong, Mitchell draws his SN6, slapping the bolt like a typical HK firearm.]]&lt;br /&gt;
[[File:CODAW_SN6_(3).jpg|thumb|none|600px|With the SN6 on hand, he wonders if other parts of the world suffer terrible traffic jams during the 2060s. The two wide vents on the top emanate visible smoke during the first four initial rounds when firing the weapon. Attaching a suppressor mitigates this.]]&lt;br /&gt;
[[File:CODAW_SN6_(4).jpg|thumb|none|600px|Aiming, using the holographic markings as its rear sight.]]&lt;br /&gt;
[[File:CODAW_SN6_(5).jpg|thumb|none|600px|As mentioned earlier, Mitchell is probably the only one who took notice of the paddle magazine release when reloading.]]&lt;br /&gt;
[[File:CODAW_SN6_(6).jpg|thumb|none|600px|But that is not all, he can either throw the used magazine to the side...]]&lt;br /&gt;
[[File:CODAW_SN6_(7).jpg|thumb|none|600px|... retain the used magazine...]]&lt;br /&gt;
[[File:CODAW_SN6_(8).jpg|thumb|none|600px|... or retain the used magazine to the point that the markings (and fire selector) are shown. This variant of the reload animation is also used when reloading a partial magazine in multiplayer (but not a full magazine, as the auto detaching feature took its place).]]&lt;br /&gt;
[[File:CODAW_SN6_(9).jpg|thumb|none|600px|Regardless though, when the weapon is empty, he pulls the charging handle on the side.]]&lt;br /&gt;
[[File:CODAW_SN6_(10).jpg|thumb|none|600px|The MP reloading his &amp;quot;Precision&amp;quot; variant. Attaching a foregrip to the weapon will change its cocking sound for some reason. The &amp;quot;Magistrate&amp;quot;, &amp;quot;Cycled&amp;quot;, &amp;quot;Executioner&amp;quot;, &amp;quot;Money&amp;quot;, &amp;quot;The Third&amp;quot; and this variant have longer barrels, with some variants have different muzzle devices and stocks.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] has been added via a November 2015 update. It is properly held from the handguard, unlike in most ''Call of Duty'' games where it is held from the magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CODAW_Sten_(1).jpg|thumb|none|600px|A British soldier disguised as his counterpart in WW2 from the African campaign (complete with the Sten Mk II), for a celebration in the Parliament of England... sadly in a more pressing manner.]]&lt;br /&gt;
[[File:CODAW_Sten_(2).jpg|thumb|none|600px|With no time to gear up amongst his crew, he pulls out what he has on his bag: the obsolete Sten gun, putting the bolt from safe to ready.]]&lt;br /&gt;
[[File:CODAW_Sten_(3).jpg|thumb|none|600px|While staring in shock that the Big Ben is under attack by an unknown enemy force, he clutches on the Sten to stay determined.]]&lt;br /&gt;
[[File:CODAW_Sten_(4).jpg|thumb|none|600px|He checks the sights, thankfully still present. The weapon icon of the Sten Gun includes a Picatinny rail, although the actual rail on the weapon only appears if any sights are equipped, as this one lacks them by default.]]&lt;br /&gt;
[[File:CODAW_Sten_(5).jpg|thumb|none|600px|Normally on celebrations like this, he would load blank rounds for acting occasions. But since this is an invasion on British soil...]]&lt;br /&gt;
[[File:CODAW_Sten_(6).jpg|thumb|none|600px|... this will change (and the magazine too).]]&lt;br /&gt;
[[File:CODAW_Sten_(7).jpg|thumb|none|600px|Once loaded, he pulls back the cocking handle, with an unfortunate rocket saying hello.]]&lt;br /&gt;
[[File:CODAW_Sten_(8).jpg|thumb|none|600px|Knowing his [[Call of Duty: WWII|ance]][[Call of Duty: Vanguard|stors]] well, he decides to deck out the Sten with post-modern attachments, simply because bringing an obsolete firearm wouldn't fare well against the far technologically superior firearms he will encounter later.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Metal Storm MAUL==&lt;br /&gt;
The [[Metal Storm Weapons|MAUL]] returns from ''Ghosts'', still called the &amp;quot;Bulldog&amp;quot;; indeed, it appears to share the same model with some touch-ups. It is now only available in standalone configuration, since there is no longer a shotgun accessory option for rifles. It has an incorrect capacity of 6 loads instead of 5, which can be potentially increased further to 9 or underloaded to 4 with the &amp;quot;Berserker&amp;quot; variant. Notably, the player character makes the poor decision (during reloading) of lining up the barrel, then driving it fully into place by slapping the muzzle; this breaks just about the #1 rule of firearm safety: &amp;quot;Don't point a firearm at anything you aren't willing to destroy- such as, say, your own hand&amp;quot;. Attaching a suppressor or fast reloading the weapon will make the player character push the barrel with their fingers or simply not push the barrel at all, respectively.&lt;br /&gt;
&lt;br /&gt;
Variants of the MAUL change the stock (&amp;quot;Man-o-War&amp;quot;, &amp;quot;Grip Taped&amp;quot;, &amp;quot;Quick Barrel&amp;quot; all use unique stocks while the &amp;quot;Face Hammer&amp;quot; and &amp;quot;Mancy&amp;quot; use solid stocks), while &amp;quot;Carnage&amp;quot; removes the stock (despite using the &amp;quot;Man-o-War&amp;quot; stock in its weapon icon).&lt;br /&gt;
&lt;br /&gt;
[[File:MAUL Shotgun.jpg|thumb|none|400px|MAUL shotgun in standalone configuration - 12 gauge preloaded barrel]]&lt;br /&gt;
[[File:CODAW_MSMaul_(1).jpg|thumb|none|600px|A Sentinel Intel operative with her MAUL shotgun. While not seen in this view, there are spare barrels in the stock (which only appears in default gun and the variants of it that use the original stock); these are never used.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(2).jpg|thumb|none|600px|Having got one in a 3D Printer (as opposed to getting one right off the bat), Oz ([[John Malkovich]]) pulls the MAUL out, in Exo Zombies.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(3).jpg|thumb|none|600px|The MAUL at the ready inside of an Atlas RND facility. Knowing he would be doomed anyway, Oz takes his chances.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(4).jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(5).jpg|thumb|none|600px|Several shots later, he pulls out the preloaded barrel.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(6).jpg|thumb|none|600px|And inserts a new one either out of the stock or out of his hyperspace pockets.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(7).jpg|thumb|none|600px|Being a janitor, not a trained soldier, gun safety isn't his strongest point (and so as others who reload the weapon normally).]]&lt;br /&gt;
[[File:CODAW_MSMaul_(8).jpg|thumb|none|600px|The &amp;quot;Carnage&amp;quot; variant, which does not have a stock modeled onto the gun.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(9).jpg|thumb|none|600px|&amp;quot;Quick Barrel&amp;quot; variant, showing off its customized stock.]]&lt;br /&gt;
[[File:CODAW_MSMaul_(10).jpg|thumb|none|600px|Reloading the variant. With a suppressor attached, slamming the muzzle isn't an option, which is a good thing.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tac-19&amp;quot;==&lt;br /&gt;
The &amp;quot;Tac-19&amp;quot; is a reworked version of the [[UTAS UTS-15]] model from ''Ghosts''; interestingly, the game files refer this weapon to as the &amp;quot;UTS-19&amp;quot;. It now only has a capacity of 6 rounds, which is at least correct for the reloading animation. The weapon now features a massive forward section and is apparently some sort of concussive sonic cannon rather than a conventional firearm, meaning presumably the cartridges are some kind of energy cell or reactant. Mechanically, however, it is handled as a standard shotgun, with the spherical blast effect purely cosmetic; the weapon actually fires eight hitscan &amp;quot;pellets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It is the primary starting weapon for the Specialist class in Exo Survival.&lt;br /&gt;
&lt;br /&gt;
[[File:UTS-15 Gen2.JPG|thumb|none|400px|Gen 2 UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
[[File:CoDAW Tac19 menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;Tac-19&amp;quot;.]]&lt;br /&gt;
[[File:CODAW_Tac19_(1).jpg|thumb|none|600px|The Tac-19 in the hands of a KVA operator.]]&lt;br /&gt;
[[File:CODAW_Tac19_(2).jpg|thumb|none|600px|The Tac-19 in downtown New Baghdad.]]&lt;br /&gt;
[[File:CODAW_Tac19_(3).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODAW_Tac19_(4).jpg|thumb|none|600px|Firing.]]&lt;br /&gt;
[[File:CODAW_Tac19_(5).jpg|thumb|none|600px|Pumping the weapon after firing.]]&lt;br /&gt;
[[File:CODAW_Tac19_(6).jpg|thumb|none|600px|Inserting &amp;quot;shells&amp;quot; or whatever the shotgun loads.]]&lt;br /&gt;
[[File:CODAW_Tac19_(7).jpg|thumb|none|600px|Pumping after all shells are filled, typical for the series.]]&lt;br /&gt;
[[File:CODAW_Tac19_(8).jpg|thumb|none|600px|&amp;quot;Round House&amp;quot; variant.]]&lt;br /&gt;
[[File:CODAW_Tac19_(9).jpg|thumb|none|600px|Reloading the &amp;quot;Haymaker&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AK-12==&lt;br /&gt;
The prototype [[AK-12]] returns from ''Ghosts'', this time with bakelite magazines from the [[AK-74]]. Its model and animations are similar to that in ''Ghosts'', but with a lighter paint job, and a different empty reload animation that shows the magazine spontaneously detaching itself without input from the player character. The iron sights have been changed from ''Ghosts'', making them less true to that of the real weapon; the front sight is also mounted on the gas block. However, the singleplayer version has the actual front sight seen in ''Ghosts'' (including that fact that it is attached to the muzzle brake, like the real 2012 prototype of the AK-12), and some supply drop variants (such as &amp;quot;G&amp;quot;, &amp;quot;Wrecker&amp;quot;, &amp;quot;Feeder&amp;quot;, &amp;quot;Finger Tap&amp;quot;, and &amp;quot;R.I.P.&amp;quot;, the latter referring to the late Mikhail Kalashnikov, the designer of the AK series) in multiplayer have the correct front and rear sights (with some such as &amp;quot;Grenadier&amp;quot;, &amp;quot;Hair Trigger&amp;quot;, &amp;quot;Bleeder&amp;quot;, and &amp;quot;Lance&amp;quot; only one of the correct sights).&lt;br /&gt;
&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|400px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[File:CoDAW AK12 menu icon.jpg|thumb|none|400px|Multiplayer menu icon of the AK-12.]]&lt;br /&gt;
[[File:CODAW_AK-12_(1).jpg|thumb|none|600px|The AK-12 in the hands of a Nigerian special forces operator (as a side note, some of the cosmetic options that are used from the Nigerian parts are reused for the North Korean soldiers in the opening mission).]]&lt;br /&gt;
[[File:CODAW_AK-12_(2).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_AK-12_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_AK-12_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_AK-12_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_AK-12_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_AK-12_(7).jpg|thumb|none|600px|&amp;quot;Finger Trap&amp;quot; variant, with its correct iron sights.]]&lt;br /&gt;
[[File:CODAW_AK-12_(8).jpg|thumb|none|600px|Aiming the &amp;quot;Finger Trap&amp;quot; sights.]]&lt;br /&gt;
[[File:CODAW_AK-12_(9).jpg|thumb|none|600px|Reloading the &amp;quot;Grenadier&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
A hybrid of the [[AK-47]] and the [[AKM]] has been added to multiplayer as the &amp;quot;AK-47&amp;quot;, via a September 2015 update. It has many visual features of the AK-47 Type II (most notably the buttstock with the sling loop and the metal stock mounting bracket), but combined with an AKM-style ribbed dust cover and barrel trunnion. The rear of the receiver also has two rivets positioned similarly to those of an AKM. The barrel is slightly elongated (extending past the front sight), and there is a scope mount by default. The reloading animation has been changed compared to past ''Call of Duty'' games, being similar to the in-game AK-12, but with the finger sensibly engaging the magazine release on an empty/fast reload as opposed to the weird automatic detaching operation of the former.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-47 type II Part DM.jpg|thumb|none|400px|Type II AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:CODAW_AK-47_(1).jpg|thumb|none|600px|The AK along with the Nigerian support operator.]]&lt;br /&gt;
[[File:CODAW_AK-47_(2).jpg|thumb|none|600px|Bringing up the AK hybrid.]]&lt;br /&gt;
[[File:CODAW_AK-47_(3).jpg|thumb|none|600px|Idle.]]&lt;br /&gt;
[[File:CODAW_AK-47_(4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODAW_AK-47_(5).jpg|thumb|none|600px|Reload.]]&lt;br /&gt;
[[File:CODAW_AK-47_(6).jpg|thumb|none|600px|Inserting the magazine.]]&lt;br /&gt;
[[File:CODAW_AK-47_(7).jpg|thumb|none|600px|Empty reload, note the finger pushing the magazine release.]]&lt;br /&gt;
[[File:CODAW_AK-47_(8).jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Bal-27&amp;quot;==&lt;br /&gt;
The &amp;quot;Bal-27&amp;quot; is a fictional weapon built from the [[MSBS Series|MSBS-5.56B Radon]] model from ''Ghosts'' into something resembling the [[FN F2000 Tactical]] - though, rather than a standard magazine, it feeds from a P90-style dorsal polycarbonate box magazine that loads into a compartment on top of the stock; as a result of this, it cannot take the Dual Magazine modification. The magazine holds 30 rounds in both singleplayer and Exo Zombies, and 32 - 48 in multiplayer by default or 35 - 52 with the &amp;quot;SPR&amp;quot; variant. It appears to be the primary weapon for Atlas PMC troops, and is used by them throughout the campaign. &lt;br /&gt;
&lt;br /&gt;
Despite the proportions of the rounds suggesting it is an SMG, it is classified as an assault rifle. A bizarre attribute for the weapon in multiplayer is that the first 4 rounds fire at 666 RPM, while the fifth shot and afterwards would fire at 705 RPM, in reverse of the &amp;quot;SN6&amp;quot; mentioned above and the &amp;quot;HBRa3&amp;quot; below. All shots after the fifth shot emit smoke at the vents of the weapon, attaching a suppressor diminishes that effect. The variable fire rate does not exist in singleplayer, and all shots are fired from this weapon are at 857 RPM. It is unclear how the &amp;quot;Bal-27&amp;quot; ejects its casings, since there is no modeled ejection port on the right side of the gun, only a mirror of the left side (which can be seen by increasing the mouse sensitivity or looking its third person model).&lt;br /&gt;
&lt;br /&gt;
[[Image:MSBS-5,56.jpg|thumb|none|400px|MSBS-5.56B Radon 2011 design mock-up - 5.56x45mm]]&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:FN FS2000 RIS.jpg|thumb|none|400px|FN FS2000 CQB - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CODAW_Bal27_(1).jpg|thumb|none|600px|Having traded his &amp;quot;EM1&amp;quot; beam weapon for a Bal-27, the Atlas Recon Beamer (which appears as an opponent in Exo Survival) holds the franken-bullpup at the ready.]]&lt;br /&gt;
[[File:CODAW_Bal27_(2).jpg|thumb|none|600px|Shortly after &amp;quot;pressing F to pay respects&amp;quot;, the first thing one sees after that is Mitchell briefly inspecting his Bal-27 in a simulated training environment.]]&lt;br /&gt;
[[File:CODAW_Bal27_(3).jpg|thumb|none|600px|Sometime after that, Mitchell chambers the bullpup upon drawing it.]]&lt;br /&gt;
[[File:CODAW_Bal27_(4).jpg|thumb|none|600px|The Bal in idle; the weapon in this specific sequence has the Atlas Corporation markings printed out on the side, while the versions outside of it do not.]]&lt;br /&gt;
[[File:CODAW_Bal27_(5).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODAW_Bal27_(6).jpg|thumb|none|600px|All reloads involve opening some cover behind the weapon's rear sight that blocks the magazine, which Mitchell himself interacts in non-empty reload animations, or the gun's cover opening up itself in empty magazines. Once the magazine is inserted, Mitchell closes the cover by slamming it downwards or by flicking the gun.]]&lt;br /&gt;
[[File:CODAW_Bal27_(7).jpg|thumb|none|600px|Like the SN6 before it, the Bal-27 features three (or six, if you count both empty and non-empty) unique reload animations only available in singleplayer. This variant of the reload animation is the non-empty one in multiplayer.]]&lt;br /&gt;
[[File:CODAW_Bal27_(8).jpg|thumb|none|600px|Attaching a grenade launcher overrides the weapon's reload animations to the third variant, which involves flicking the gun to close the cover in a non-empty reload. This also happens in multiplayer.]]&lt;br /&gt;
[[File:CODAW_Bal27_(9).jpg|thumb|none|600px|Chambering the weapon once again after an empty reload.]]&lt;br /&gt;
[[File:CODAW_Bal27_(10).jpg|thumb|none|600px|The &amp;quot;AE&amp;quot; supply drop variant of the &amp;quot;Bal-27&amp;quot;, which is notably obtained by pre-ordering certain editions of the game.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-160==&lt;br /&gt;
The [[Beretta ARX-160]] returns from ''Ghosts'', with a reskinned model; it is now drab green rather than white, does not automatically mount a laser sight, and has a sling added. It still has markings suggesting it is chambered in 5.45x39mm, and oddly retains the US flag on the side of the receiver, despite being mostly used by Korean and KVA forces (though the latter is plausible considering that the faction is a terrorist organization). It incorrectly fires in 3-round burst mode instead of fully-automatic, and still has the issue on the fire selector seen in ''Ghosts''. The &amp;quot;Superlite&amp;quot;, &amp;quot;Head Shot&amp;quot;, and the &amp;quot;Damnation&amp;quot; supply drop variants has an elongated barrel like that of the civilian ARX-100 variant. It still uses the same &amp;quot;CO2&amp;quot; black cased rounds when reloading (a holdover from ''Ghosts'', once again), despite the weapon ejecting brass when firing.&lt;br /&gt;
&lt;br /&gt;
While both campaign and Exo Zombies versions of the rifle hold 30 rounds, the multiplayer version holds 45 rounds instead, despite using the same magazine model. &lt;br /&gt;
&lt;br /&gt;
[[File:Arx-160 CQB Coyote brown.jpg|thumb|400px|none|Beretta ARX-160 Coyote brown with 11.89&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:CODAW_ARX160_(1).jpg|thumb|none|600px|The ARX-160 wielded by the Atlas &amp;quot;Whiteout&amp;quot; operative (with some creative liberty changes from the set).]]&lt;br /&gt;
[[File:CODAW_ARX160_(2).jpg|thumb|none|600px|Unfolding the stock of the ARX, which is the same as ''Ghosts''.]]&lt;br /&gt;
[[File:CODAW_ARX160_(3).jpg|thumb|none|600px|The rifle in shelter on the Rocky Mountains.]]&lt;br /&gt;
[[File:CODAW_ARX160_(4).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODAW_ARX160_(5).jpg|thumb|none|600px|Tossing out the magazine.]]&lt;br /&gt;
[[File:CODAW_ARX160_(6).jpg|thumb|none|600px|Inserting a new one. At least the flag marking helps him know where he is right now.]]&lt;br /&gt;
[[File:CODAW_ARX160_(7).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:ARX-100.jpg|thumb|none|400px|Beretta ARX-100, the civilian version of the ARX-160 - 5.56x45mm]]&lt;br /&gt;
[[File:CoDAW ARX160 Damnation menu icon.jpg|thumb|none|400px|Menu icon of the &amp;quot;ARX-160 - Damnation.&amp;quot; Note the strange AK-style stock; only this variant and &amp;quot;Steel Bite&amp;quot; use different wood stocks.]]&lt;br /&gt;
[[File:CODAW_ARX160_(8).jpg|thumb|none|600px|The &amp;quot;Superlite&amp;quot; with a longer barrel and a longer gas tube; it's no [[Call of Duty: Infinite Warfare#Beretta ARX-160|OSA]], but it'll do.]]&lt;br /&gt;
&lt;br /&gt;
==Browning BLR==&lt;br /&gt;
The [[Browning BLR]] has been added via a November 2015 update, and is simply referred to as &amp;quot;Lever Action&amp;quot;. The lever is operated extremely fast, making it behave almost like a semi-automatic weapon, similarly to the &amp;quot;M1 Irons&amp;quot;. It has a large Wild West Guns style lever loop, which is flip-cocked during an empty reload or first draw in ''Terminator 2''-style, similarly to the Winchester Model 1887 from ''Call of Duty: Modern Warfare 2'' and ''Call of Duty: Black Ops''. In addition, the standard rear sight has been replaced by an extremely large flip-up aperture sight seemingly mounted on the front of the stock; this automatically flips up when the player character aims the rifle, powered by some strange, unknown force.&lt;br /&gt;
&lt;br /&gt;
[[File:BLR White Gold.jpg|thumb|none|400px|Browning BLR - .308 Winchester]]&lt;br /&gt;
[[File:CODAW_BLR_(1).jpg|thumb|none|600px|A scavenger holding the lever-action BLR. Note that the sights are flipped up by default on the third-person model.]]&lt;br /&gt;
[[File:CODAW_BLR_(2).jpg|thumb|none|600px|Spin-cocking the rifle upon first draw.]]&lt;br /&gt;
[[File:CODAW_BLR_(3).jpg|thumb|none|600px|The BLR in Liberty Island. The flip-up sights seem to be clipping onto the player's hand on higher FOV.]]&lt;br /&gt;
[[File:CODAW_BLR_(4).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODAW_BLR_(5).jpg|thumb|none|600px|Cocking the lever after firing.]]&lt;br /&gt;
[[File:CODAW_BLR_(6).jpg|thumb|none|600px|Dropping a used magazine, the rounds seem to be too generic to ID.]]&lt;br /&gt;
[[File:CODAW_BLR_(7).jpg|thumb|none|600px|Inserting a fresh mag. Though BLR by default is rather ornate, the scavenger would need better firearms along the way.]]&lt;br /&gt;
[[File:CODAW_BLR_(8).jpg|thumb|none|600px|Flipping and chambering the weapon.]]&lt;br /&gt;
[[File:CODAW_BLR_(9).jpg|thumb|none|600px|&amp;quot;Breecher&amp;quot; variant, which removes the decorative markings for some reason.]]&lt;br /&gt;
[[File:CODAW_BLR_(10).jpg|thumb|none|600px|&amp;quot;Repeater&amp;quot; variant, along with many player customized bits. Attaching a sight does not flip up the aperture iron sight, though it's not really recommended to aim at that view, as the bolt will hit in one's face.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;EPM3&amp;quot;==&lt;br /&gt;
The &amp;quot;EPM3&amp;quot; is a fictional semi-automatic energy weapon only appearing in multiplayer, seemingly rebuilt from the ground-up using the [[FN SCAR]] as its basis or its inspiration. It is fitted with a side-pistol grip (a feature used in the real-life [[Denel PAW-20]]) based on the [[IWI X95 Flattop]] and fires condensed bolts of energy that deal high damage. Categorized as a &amp;quot;Heavy Weapon&amp;quot; that acts more as a marksman rifle, it features unlimited ammunition as the fictional &amp;quot;EM1&amp;quot; direct energy weapon, but it can overheat; it will do so after around nine to eleven shots if fired rapidly.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|400px|none|Third-Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:IWI X95 Flattop.jpg|thumb|none|400px|IWI X95 Flattop with various accessories - 5.56x45mm]]&lt;br /&gt;
[[File:CODAW_EPM_(1).jpg|thumb|none|600px|An player disguised as an &amp;quot;EPM3&amp;quot; operator from Exo Survival holding her namesake weapon; Exo Survival enemies mostly use the same customization options as the player in multiplayer modes.]]&lt;br /&gt;
[[File:CODAW_EPM_(2).jpg|thumb|none|600px|In downtown Detroit, the operator pulls out the certainly-not-a-SCAR.]]&lt;br /&gt;
[[File:CODAW_EPM_(3).jpg|thumb|none|600px|The EPM3 in idle, a change from the chaotic scenery that is Exo Survival.]]&lt;br /&gt;
[[File:CODAW_EPM_(4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODAW_EPM_(5).jpg|thumb|none|600px|Menaced by a horrifying lens flare - that is the sun, the operator fires her EPM3 to show how intimidating would this be.]]&lt;br /&gt;
[[File:CODAW_EPM_(6).jpg|thumb|none|600px|Though granted, the integral plasma space reactor is something new to deal with.]]&lt;br /&gt;
[[File:CODAW_EPM_(7).jpg|thumb|none|600px|But it is a new one for sure. Once the reactor cools down, she closes up the reactor...]]&lt;br /&gt;
[[File:CODAW_EPM_(8).jpg|thumb|none|600px|... and flips a switch. In concept arts, it is an &amp;quot;emergency shut-off switch&amp;quot;, although it remains unmarked in the game itself.]]&lt;br /&gt;
[[File:CODAW_EPM_(9).jpg|thumb|none|600px|The &amp;quot;Magnified&amp;quot; variant, which adds a front shroud near the top of the weapon. This is actually the variant used in the default weapon's Create-a-Class image, as the said shroud is missing when using it.]]&lt;br /&gt;
[[File:CODAW_EPM_(10).jpg|thumb|none|600px|The &amp;quot;Parsec&amp;quot; variant, with wood furniture added in. Hopefully the wood would insulate well.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HBRa3&amp;quot;==&lt;br /&gt;
The &amp;quot;HBRa3&amp;quot; appears to be a reworking of the [[CZ 805 BREN]] model from ''Ghosts''; the resulting weapon seems to take a lot of visual cues from the [[Robinson Armament XCR]]. It has a VLTOR style stock, and the magwell indicates that it is chambered in 7.62x39mm, which is possible for both the CZ 805 and the XCR, the actual magazine itself appears to be based on the ASC 20rd 7.62x39mm magazine as evident by its length. It is also fitted with Diamondhead flip-up sights, handguard stop, folding charging handle, custom two tone pistol grip and muzzle brake. As with the SN6, the rifle in multiplayer fires at 857 RPM for the first 4 shots, 625 RPM afterwards.&lt;br /&gt;
&lt;br /&gt;
It appears to be the standard weapon of the US military in the game's universe, though it is also sometimes used by other factions. It is also seen held by a soldier on the game's box cover.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ805bren-a1.jpg|thumb|none|400px|CZ 805 BREN A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Robarm XCR L.jpg|thumb|none|400px|Robinson Armament XCR - 5.56x45mm]]&lt;br /&gt;
[[File:CODAW_HBRa_(1).jpg|thumb|none|600px|A US Expeditionary marine holding the &amp;quot;HBRa3&amp;quot;.]]&lt;br /&gt;
[[File:CoDAW-HBRa3-1.jpg|thumb|none|600px|&amp;quot;''Ooo-Rah!''&amp;quot;&amp;lt;br&amp;gt;The marines along with Mitchell and Will (foreground, unmasked) holding their &amp;quot;HBRa3s&amp;quot; during the introduction. Note that in the actual mission following this cutscene, the &amp;quot;IMR&amp;quot; replaces the HBRa3 in the player's loadout.]]&lt;br /&gt;
[[File:CODAW_HBRa_(2).jpg|thumb|none|600px|Having entered the frontlines of Seoul, the marine cocks his futuristic &amp;quot;not-an-AR&amp;quot; 5.56 rifle.]]&lt;br /&gt;
[[File:CODAW_HBRa_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HBRa_(4).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODAW_HBRa_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HBRa_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HBRa_(7).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HBRa_(8).jpg|thumb|none|600px|&amp;quot;Raider&amp;quot; variant.]]&lt;br /&gt;
[[File:CODAW_HBRa_(9).jpg|thumb|none|600px|&amp;quot;Bear Fist&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;IMR&amp;quot;==&lt;br /&gt;
The &amp;quot;IMR&amp;quot; (&amp;quot;Integrated Munitions Rifle&amp;quot;) is a fictional assault rifle based on the [[IWI X95 Flattop]] model from ''Ghosts'' (the thumbhole + cutlass pistol grip resembles the [[Saritch]], which was in ''BOII''). In the game it is described as having an integral 3D printer which appears to actually be a ''Star Trek'' replicator since it never requires any additional base materials; it simply regenerates ammunition into the player's reserve, presumably meaning the weapon contains several hundred rounds of ammunition (540/144/148 to be exact, depending on gamemode). The weapon appears to functionally be a liquid propellant rifle using a tank of copper thermite (!) mounted in the stock; this is never replaced, oddly enough. Reloading involves pulling a mysterious tube above the receiver in line with the front of the 3D printer unit, which makes bullets go into to the magazine in a way that is not particularly clear. Since the weapon uses a non-traditional &amp;quot;magazine&amp;quot; of sorts, dual magazines are not supported on this weapon, though how would an extended &amp;quot;magazine&amp;quot; work (as it is an available attachment) is entirely a mystery.&lt;br /&gt;
&lt;br /&gt;
It is not particularly clear how the 3D printer is actually supposed to be useful since it would simply add bulk to the weapon and cannot print different types of ammunition for different targets which would be the only conceivable advantage of such a device, and since the weapon does not have variable charge settings, using liquid propellant would only decrease the mass of propellant carried in a particular space due to the lower density of a liquid compared to a solid.&lt;br /&gt;
&lt;br /&gt;
In gameplay, the IMR in multiplayer and Exo Zombies fires in four round bursts, while the version in singleplayer fires in fully automatic, both of which under a very high 1200 RPM. Certain IMRs with red dot sights encountered in singleplayer have ammunition printing capabilities which print 30 rounds in reserve in a span of 30 seconds all at once, while every other variant encountered throughout the campaign do not have such capabilities. In multiplayer and Exo Zombies however, 4 rounds will be generated every 5 seconds as long as reserve ammunition isn't completely filled. It can also somehow be speed reloaded, despite using the same reload animation when reloading normally.&lt;br /&gt;
&lt;br /&gt;
[[Image:IWI X95 Flattop.jpg|thumb|none|400px|IWI X95 Flattop with various accessories - 5.56x45mm]]&lt;br /&gt;
[[File:Saritch 308.jpg|thumb|none|400px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[Image:Bts weapons imr.jpg|thumb|none|600px|Concept art of the &amp;quot;IMR&amp;quot; rifle showing the propellant tank and 3D printer. Note the &amp;quot;unbonded aluminum and copper oxide&amp;quot; label on the propellant tank. This means the propellant is copper thermite, a much faster-burning reaction than the more familiar iron thermite, to the point it behaves more like flash powder. Precisely how the weapon would deal with the residual molten copper or survive the immense heat of a thermite reaction inside its receiver is not clear.]]&lt;br /&gt;
[[File:CODAW_HIMAR_(1).jpg|thumb|none|600px|A Sentinel special operative holding the &amp;quot;IMR&amp;quot;.]]&lt;br /&gt;
[[File:CODAW_HIMAR_(2).jpg|thumb|none|600px|In a exoskeleton black market under investigation, the Sentinel operative holds his IMR in case things go south.]]&lt;br /&gt;
[[File:CODAW_HIMAR_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HIMAR_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HIMAR_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HIMAR_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_HIMAR_(7).jpg|thumb|none|600px|Reloading the &amp;quot;Hunter&amp;quot; variant, with a charcoal black finish; perfect for the covert operator.]]&lt;br /&gt;
[[File:CODAW_HIMAR_(8).jpg|thumb|none|600px|&amp;quot;Boar Strike&amp;quot; variant, this variant uses a wood stock and (not seen) a custom bridge connecting the bottom of the pistol grip to the stock and propellant tank. Some variants remove the bridge, while others have an extended barrel and/or gas port.]]&lt;br /&gt;
[[File:CODAW_HIMAR_(9).jpg|thumb|none|600px|At a combat simulation in a classified location (likely from a repurposed Atlas facility), the Sentinel holds the &amp;quot;Impact&amp;quot; variant. This specific variant is the main variant of the IMR throughout the campaign and the above concept art, at least in first person; as it uses the default multiplayer finish when dropped or used by other characters.]]&lt;br /&gt;
[[File:CODAW_HIMAR_(10).jpg|thumb|none|600px|In singleplayer, the only version of the &amp;quot;IMR&amp;quot; that can actually print ammunition is the one that has a printing indicator behind the red dot sight, in contrast in other game modes where all IMRs have 3D printing capabilities (albeit with different mechanics). This version has a unique front sight as well, with the last-generation versions of the game having an unique rear sight on-top of the printing indicator.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] has been added via a February 2016 update. Like in ''[[Call of Duty: World at War|World at War]]'' and ''[[Call of Duty: Black Ops|Black Ops]]'', a non-empty clip can be manually ejected in a longer reloading process, though it can be speed reloaded (with the reload duration faster than the empty reload).&lt;br /&gt;
&lt;br /&gt;
The M1 Garand is also depicted with a &amp;quot;sticky bolt&amp;quot; which requires a manual push of the bolt to close it at the end of either reload (as with ''[[Call of Duty 3]]'' and ''[[Call of Duty: World at War - Final Fronts]]'') or at first draw. This scenario is possible for the M1 Garand, though abnormal. It is normally supposed to snap forward automatically after loading a clip.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|400px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:CoDAW-M1Garand.jpg|thumb|none|600px|The M1 Garand in the selection menu.]]&lt;br /&gt;
[[File:CODAW_M1Garand_(1).jpg|thumb|none|600px|Like father, like exo-son, the operator holds the M1 rifle.]]&lt;br /&gt;
[[File:CODAW_M1Garand_(2).jpg|thumb|none|600px|While abnormal to manually push the bolt, at least this rifle (likely a reproduction, given the future setting) won't give you Garand thumb.]]&lt;br /&gt;
[[File:CODAW_M1Garand_(3).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M1Garand_(4).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M1Garand_(5).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M1Garand_(6).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M1Garand_(7).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:CODAW_M1Garand_(8).jpg|thumb|none|600px|Bubba strikes again! The rifle is now filled with various attachments you wouldn't want on a rather authentic rifle. The ACOG placement especially, as that clip and spent rounds will hit your face when you aim.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] has been added via a September 2015 update; it is simply referred to as &amp;quot;M16&amp;quot;.&lt;br /&gt;
[[Image:M16A4Standard.jpg|thumb|none|400px|M16A4 with carry handle attached and standard A2 handguards - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 Enhanced Battle Rifle]] is a retextured version of the model from ''Ghosts''. It is treated more like its ''Modern Warfare 3'' incarnation, with no dedicated scope and sharing the accessories used by other standard rifles. It has the same curious detaching operation of an empty magazine as the AK-12 and a few other weapons.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|400px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:CoDAW-Mk14-1.jpg|thumb|none|600px|Mitchell holds a Mk 14 Mod 0 in &amp;quot;Fission&amp;quot; as he takes a moment out from preventing a nuclear meltdown to supervise the oddly adorable Shelfbots.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] has been added via an August 2015 update.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[Image:CoDAW Stg44.jpg|thumb|none|600px|Some supply drop variants of the Sturmgewehr 44 in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Atlas 20mm&amp;quot;==&lt;br /&gt;
A giant fictional anti-materiel rifle called the &amp;quot;Atlas 20mm&amp;quot; is available in the game; it is a futuristic version of the [[Barrett M82A2]], with a free-floating barrel resembling that of the [[Walther WA 2000|WA 2000]]. Its enormous size means it is held lowered like some rocket launchers in the series, and it can only be fired while using the scope. Oddly, it repeats the error of the ''Modern Warfare 3'' UMP of featuring a caution to read the user manual before use on the side, even though presumably a military-issue weapon would not feature such a warning. Additionally, the weapon is never seen being cocked in any way; while this could be possible were the weapon open-bolt (with some form of mechanism to prevent the bolt from dropping on an empty magazine), such an accuracy-reducing configuration would make precious little sense on a sniper rifle, unless the rifle is used against big targets such as light vehicles or exosuit units, where accuracy isn't much of a concern.&lt;br /&gt;
&lt;br /&gt;
[[Image:Barrettm82a2.jpg|thumb|none|400px|Barrett M82A2 - .50 BMG]]&lt;br /&gt;
[[File:CoDAW Atlas20mm menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;Atlas 20mm&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] is essentially identical to its ''Ghosts'' incarnation, including the immobile bubble in its side-mounted cant indicator. In singleplayer it only appears in the mission &amp;quot;Throttle&amp;quot;, where it is present among a heap of guns at the beginning of the on-foot section. It has an incorrect magazine capacity of 8 rounds instead of 5. It has the same curious detaching operation of an empty magazine as the AK-12 and the Mk 14 Mod 0.&lt;br /&gt;
&lt;br /&gt;
[[Image:GepardM6.jpg|thumb|none|400px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[Image:CoDAW-GM1-1.jpg|thumb|none|600px|Mitchell holds a GM6 Lynx as he witnesses a PMC soldier's rather unorthodox response to his presence.]]&lt;br /&gt;
[[Image:CoDAW-GM6-2.jpg|thumb|none|600px|Scope of the GM6 Lynx; note that ''Advanced Warfare'' does not feature dual-rendered scopes as ''Ghosts'' did, and so the area outside the scope is magnified just as much as the area inside.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] has been added via a July 2015 update; it is called &amp;quot;SVO&amp;quot; in-game. The firing sounds are reused from the GM6.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:CoDAW Dragunov.jpg|thumb|none|600px|Some supply drop variants of the Dragunov in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
A reworked version of the [[CETME Ameli]] is used by Atlas PMC troops; for no obvious reason it has an Heckler &amp;amp; Koch side-folding stock, and features additional RIS rails on the handguard and new iron sights. The belt features an odd lighting error; the rounds will reflect the colour of the level's sky but not local light sources, which means they will appear to be blue in the singleplayer mission &amp;quot;Utopia.&amp;quot; The logo on the side of the weapon implies they are now manufactured by the fictional Atlas Corporation. The fire rate of the weapon is at 666 RPM by default, instead of the 800 - 1200 RPM that the original weapon has. Using the Rapid Fire attachment, or using certain weapon variants increases to 833 RPM, or 700/800 RPM respectively, with the latter potentially increasing to 882 to 1000 RPM.&lt;br /&gt;
&lt;br /&gt;
[[Image:CetmeAmeli556.jpg|thumb|none|400px|CETME Ameli light machine gun - 5.56x45mm]]&lt;br /&gt;
[[Image:HK G36KA4 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:CoDAW-Ameli-1.jpg|thumb|none|600px|Mitchell holds a CETME Ameli as he enjoys a grand view of New Baghdad.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Pytaek&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Pytaek&amp;quot; machine gun appears to be a reworked version of the [[LSAT]] model from ''Ghosts''; interestingly, &amp;quot;LSAT&amp;quot; can be seen inscribed below the rear sight, and the game files refer this weapon to as such. Many of the cosmetic alterations also resemble elements of the [[Heckler &amp;amp; Koch MG5]] machine gun (particularly its earlier HK121 variant). The side of the weapon indicates that it is manufactured by &amp;quot;Sledgehammer Industries&amp;quot; and chambered in &amp;quot;7.62mm×51 Caseless&amp;quot;, the latter of which suggests a futuristic caliber development, as there is no caseless version the 7.62x51mm NATO round currently in existence. It features a rather unique rear iron sight which is apparently a holo-projector; hovering indirect fire numbers are visible in the air above it at all times, and when aimed the sight ring splits open, leaving two orange circles hanging in the air.&lt;br /&gt;
&lt;br /&gt;
[[File:LSAT.jpg|thumb|none|400px|AAI Corporation LSAT light machine gun with front and rear sights removed - 5.56x45mm Caseless]]&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK121 (pre-MG5) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CoDAW Pytaek menu icon.jpg|thumb|none|400px|In-game menu icon of the &amp;quot;Pytaek&amp;quot;. The forend completely lacks the LSAT's heat shield and has a front sight/gas block combo. It also has the LSAT's Negev/KAC LMG style short top cover, though the rest of the receiver's top is shaped akin to the HK121. The stock also resembles that of the [[FN SSR]].]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;XMG&amp;quot;==&lt;br /&gt;
The [[GAU-19/A]] is the basis of the &amp;quot;XMG&amp;quot;, a dual-wielded drum-fed gatling gun available only in multiplayer modes. Normally it has retracted barrels, but it has a special &amp;quot;lockdown&amp;quot; mode which extends the barrels and increases rate of fire and damage, at a cost of rendering the player character unable to move. Bizarrely, this mode is the only time in which the barrels actually rotate; in standard mode, they remain in the same alignment, and, just to make things more confusing, reciprocate all at once during firing.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU19.jpg|thumb|400px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:CoDAW-XMG-1.jpg|thumb|600px|none|The player character in Exo Survival holds a pair of &amp;quot;XMGs&amp;quot; with the barrels retracted, having just wasted upgrade points on the remarkably useless laser sight attachment.]]&lt;br /&gt;
[[Image:CoDAW-XMG-2.jpg|thumb|600px|none|&amp;quot;Lockdown Mode&amp;quot; extends the barrels and anchors the player character to the ground; oddly, the sights on the weapons are not positioned where they would be useful in this mode, even though this is the only time the weapon can really be fired accurately.]]&lt;br /&gt;
[[Image:CoDAW-XMG-3.jpg|thumb|600px|none|Reloading the XMGs; the player character lifts the guns right up to do this, presumably so the player can see the rather small drums. Moments later, these are ejected by what can be assumed to be the same ghost of nonsensical reloads past that automatically removes the magazines from some of the other weapons.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] returns as the &amp;quot;MAAWS&amp;quot;. It is seen fitted with a side-mounted (and sideways) reflex sight, which, as with the other launchers, must be aimed through to fire the weapon, an AN/PEQ laser, and a seemingly pointless sling strap wrapped around it.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|400px|Carl Gustav M3 - 84mm]]&lt;br /&gt;
[[File:CoDAW MAAWS model.jpg|thumb|none|500px|In-game model of the Carl Gustav M3.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] can secretly be found in the singleplayer mission &amp;quot;Throttle&amp;quot;, likely as a development placeholder since it was never intended to be found (as it is called &amp;quot;WEAPON_RPG&amp;quot; in-game). The weapon is mostly recycled from ''Modern Warfare 3'', and has no firing sound.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:CoDAW-RPG-1.jpg|thumb|none|600px|The RPG-7's glitched third person position in &amp;quot;Throttle&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
Two [[M18 smoke grenade]]s are visible on Gideon's chest rig at the start of the mission &amp;quot;Atlas.&amp;quot; These grenades can also be seen in &amp;quot;Marine Shotgun&amp;quot;, &amp;quot;KVA Support&amp;quot; and &amp;quot;KVA Believer&amp;quot; cosmetic player chest rigs (or &amp;quot;loadouts&amp;quot; as they're called in-game). These are designated as &amp;quot;G15&amp;quot; red smoke grenades in-universe.&lt;br /&gt;
&lt;br /&gt;
The tactical variant of the fictional &amp;quot;variable grenade&amp;quot; is modeled after the M18 smoke grenade. These grenades have the ability to switched between Flash, EMP and Threat modes. Tactical variants of the variable grenade turn into blob-like grenades from multiplayer if they're detonated under the &amp;quot;threat&amp;quot; setting, the same applies to the &amp;quot;flash&amp;quot; setting, which turn into a yellow traditional grenade once they're detonated. The &amp;quot;EMP&amp;quot; setting will not leave out any grenade casings at all. This model of grenade only appears in singleplayer (whereas in multiplayer the grenade is replaced by a blob-like grenade with the same function), and they operate the same way as the other variant of the &amp;quot;variable grenade&amp;quot; mentioned below.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:CoDAW-M18-1.jpg|thumb|none|600px|Two M18 smoke grenades are visible among the series of random objects attached to Gideon's chest.]]&lt;br /&gt;
[[Image:CODAW_M18G_(1).jpg|thumb|none|600px|One M18 grenade can be spotted on the chest rig of the Marine operator, while another can be found at the lower pocket. The 12 gauge shotgun shells at the rig (as well as the PMags) seem to be pointless as the shotgun he is wielding isn't rather conventional...]]&lt;br /&gt;
[[Image:CODAW_M18G_(2).jpg|thumb|none|600px|Using another variant, a close look can be seen.]]&lt;br /&gt;
[[File:CoDAW Flashbang.jpg|thumb|none|600px|The in-game tactical grenade in Flash mode in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5 hand grenade==&lt;br /&gt;
A pair of [[RGD-5 hand grenade]]s are visible on the &amp;quot;Nigerian Armoured&amp;quot; chest rig in multiplayer. These have a orange stripe and a black paint-scheme, which may have been modeled after the training variant. These grenades are not usable.&lt;br /&gt;
&lt;br /&gt;
[[File:RGD-5 training grenade.jpg|thumb|none|200px|URG-N RGD-5 training grenade]]&lt;br /&gt;
[[Image:CODAW_RGD5_(1).jpg|thumb|none|600px|A Nigerian armored soldier with Russian surplus on his rig.]]&lt;br /&gt;
[[Image:CODAW_RGD5_(2).jpg|thumb|none|600px|Closer look.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Smart grenade&amp;quot; (Airsoft 40mm grenade)==&lt;br /&gt;
The lethal variant of the &amp;quot;variable grenade&amp;quot; used in singleplayer is actually based on an Airsoft 40mm &amp;quot;grenade&amp;quot; round with channels for firing a burst of 6mm BBs. It is capable of either regular timed fragmentation setting (which are the traditional explosive grenades seen in previous games), contact setting where it detonates upon hitting surfaces, and most curiously, a &amp;quot;smart&amp;quot; setting which guides the grenade to a valid target like a homing rocket at the player's crosshair. Mitchell switches grenade modes of both types by swiping down with his thumb. &lt;br /&gt;
&lt;br /&gt;
It has grenade fuze and safety lever stuck in one end; while it will vent from both ends while stabilizing itself, it does use the BB channels as thrusters when homing in. These grenades are also fired by the &amp;quot;MDL&amp;quot; grenade launcher found in the missions &amp;quot;Induction&amp;quot; and &amp;quot;Crash&amp;quot;, though in other missions and in multiplayer the MDL fires a rocket-like round instead. Precisely how one could fit a sensor suite, computerized target assessment and guidance system and a set of thrusters into a grenade body and still have any room left for explosives is not clear. Throwing a variable grenade under the smart setting without sufficient distance to arm itself to guide to the targets will simply be defused, falling to ground without any detonation (which is similar to the launched grenades' safeties in previous games). The contact setting has no such sort of safety system, and it can be detonated in any distance (even if it leads to the user's death).&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the player character is much too lazy to actually throw grenades and so instead uses a wrist-mounted launcher which fires odd, vaguely organic-looking glowy blobs which look like either an executive toy or something a Metroid would hatch out of. Characters in Exo Zombies will bother pulling the pin of the blob-looking grenade, but only if they do not have their exoskeleton on. The lethal variant only appears in singleplayer (with the smart setting exclusive to it, separate contact grenades are used in other modes), as traditional frag and semtex grenades only appear in other modes. Both types of variable grenade appear in several chest rigs of the multiplayer character, though they're never used.&lt;br /&gt;
&lt;br /&gt;
[[Image:Airsoft40mm.jpg|thumb|none|400px|Swiss Arms 40mm Airsoft &amp;quot;grenade,&amp;quot; a typical example of an Airsoft 40mm round]]&lt;br /&gt;
[[Image:CoDAW-Grenade-1.jpg|thumb|none|600px|&amp;quot;It's not stupid, it's advanced.&amp;quot;]]&lt;br /&gt;
[[Image:CoDAW-Grenade-2.jpg|thumb|none|600px|A smart grenade fired from the MDL in &amp;quot;Induction&amp;quot; is visible flying through the air to the left; not only can this MDL apparently fire entire hand grenades, but it does so with the safety levers still attached.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted weapons=&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Two [[Browning M2HB]]s in remote weapon stations (more precisely, two Browning M2 barrels sticking out of remote weapon stations) can be seen mounted on most of the Titan walking tanks in the game, including the one the player can save from a drone swarm in &amp;quot;Induction&amp;quot; and the one that must be destroyed in &amp;quot;Fission.&amp;quot; Some Titans, like the ones in &amp;quot;Atlas,&amp;quot; lack them.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:CoDAW-M2-1.jpg|thumb|none|600px|In the future, heavy machine guns will have progressed to the point where they no longer require receivers.]]&lt;br /&gt;
&lt;br /&gt;
==DShK==&lt;br /&gt;
&lt;br /&gt;
[[DShK heavy machine gun]]s are seen mounted on ''[[Call of Duty: Ghosts|Ghosts]]''' GAZ-2975 trucks in several missions, and are also seen mounted in the seized building in the mission &amp;quot;Traffic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[Image:CoDAW-DshK-1.jpg|thumb|none|600px|Mitchell takes a look at a mounted DShK after dealing with a group of KVA terrorists who had planned for everything except his team's ability to commit point violations of the laws of physics.]]&lt;br /&gt;
[[Image:CoDAW-DShK-2.jpg|thumb|none|600px|Fleeing from a nuclear plant built in accordance with the ''Command &amp;amp; Conquer'' school of architecture, Mitchell dashes past a DShK-equipped GAZ-2975.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GMG==&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] used on Abrams tanks in ''Ghosts'' is seen mounted on the turret of the T-740 tank in the mission &amp;quot;Biolab,&amp;quot; though it is not used in the driving section that follows. Two GMGs are also seen mounted on the non-walking tanks seen when Irons' car drives through a hangar in the mission &amp;quot;Atlas;&amp;quot; presumably these tanks are the older T-600s mentioned in &amp;quot;Biolab.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Image:HKGMG.jpg|thumb|none|400px|Heckler &amp;amp; Koch GMG on tripod mount - 40x53mm]]&lt;br /&gt;
[[Image:CoDAW-GMG-1.jpg|thumb|none|600px|Two GMGs are visible on the turret side-structures of what is presumably a T-600 tank.]]&lt;br /&gt;
[[Image:CoDAW-GMG-2.jpg|thumb|none|600px|Later, while the characters who are allowed to talk during gameplay plot their escape from the Biolab, Mitchell takes a moment to use his futurescope to admire the GMG mounted on the T-740.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
&lt;br /&gt;
The [[GAU-19/A]] is also the basis of the mounted miniguns in the multiplayer maps Bio Lab (not to be confused with the aforementioned &amp;quot;Biolab&amp;quot; singleplayer mission), Atlas Gorge and Kremlin, and of the sentry gun scorestreak as well. The two models appear to be based on the GAU-19-based &amp;quot;Death Machine&amp;quot; from Black Ops II; the sentry gun model is substantially reworked, with longer and more slender barrels.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU19.jpg|thumb|400px|none|General Dynamics GAU-19/A - .50 BMG]]&lt;br /&gt;
[[Image:CoDAW-GAU19-1.jpg|thumb|none|600px|The player character in Exo Survival takes a look at the business end of her sentry gun's futuristic GAU-19/A.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;GAU-3/A&amp;quot; on the &amp;quot;XS1 Goliath&amp;quot; powered armor is based on the [[General Dynamics M197 Vulcan]]. In the singleplayer mission &amp;quot;Terminus&amp;quot; it has a realistic rate of fire, but in &amp;quot;Captured&amp;quot; and in multiplayer it has a very low fire rate of 400 RPM compared to the real 750-1,500 RPM.&lt;br /&gt;
&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|400px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:CoDAW-M197-1.jpg|thumb|none|600px|While participating in ridiculous plan to infiltrate New Baghdad with two robot suits dangling from helicopters, Mitchell makes use of his futuristic M197.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The futuristic VTOL A-10 replacement used in the &amp;quot;bombing run&amp;quot; scorestreak and seen in several singleplayer missions mounts a [[General Electric GAU-8/A Avenger]] cannon under the nose. It is incorrectly depicted with eight barrels instead of seven barrels.&lt;br /&gt;
&lt;br /&gt;
[[Image:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:CODAW_GAU8A.jpg|thumb|none|600px|The GAU-8/A in rest along with the A-10.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
&lt;br /&gt;
[[M61 Vulcan]] cannons in Phalanx installations can be seen mounted on the distant fictional US destroyers seen in &amp;quot;Collapse&amp;quot; and &amp;quot;Armada.&amp;quot; The ships seem oddly apathetic about actually using them.&lt;br /&gt;
&lt;br /&gt;
[[Image:Phalanx CIWS 1B.jpg|thumb|none|400px|Phalanx Block 1B with improved barrels and FLIR - 20x102mm]]&lt;br /&gt;
&lt;br /&gt;
= Unusable Weapons =&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
As in ''[[Modern Warfare 3]]'', in Exo Survival mode an icon of a [[Beretta 92FS]] is used to mark the position of the Weapon Armory, where the players can buy and upgrade their weapons.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Charleville Model 1777 Flintlock Musket==&lt;br /&gt;
The collection in &amp;quot;Sentinel&amp;quot; also includes what appear to be a pair of Model 1777 [[Charleville Musket]]s. They cannot be used.&lt;br /&gt;
[[Image:Charleville 1777.jpg|thumb|none|400px|Charleville Mousquet Modèle 1777 - .69 caliber]]&lt;br /&gt;
[[Image:CoDAW-Flintlock-1.jpg|thumb|none|600px|Completely ignoring his current mission, Mitchell takes a look at Irons' irons.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1885==&lt;br /&gt;
The collection in &amp;quot;Sentinel&amp;quot; also includes a [[Winchester 1885 High Wall|Winchester Model 1885]] rifle fitted with a peep sight and two-step trigger, and with the rear iron sight removed and a what appears to be a Malcolm scope fitted. It cannot be used.&lt;br /&gt;
[[Image:Winchester Model 1885.jpg|thumb|none|400px|Winchester Model 1885 - .45-70]]&lt;br /&gt;
[[Image:CoDAW-Sharps-1.jpg|thumb|none|600px|Mitchell reels as he discovers the true scale of Atlas' advanced weapon programs. Note what seems like Hi-Lux short Malcolm scope replica.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Warriors_of_Future&amp;diff=1568056</id>
		<title>Warriors of Future</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Warriors_of_Future&amp;diff=1568056"/>
		<updated>2023-04-01T08:55:01Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: /* Shotgun Attachment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Image:WarriorsofFuture_poster.jpg|thumb|right|300px|''Warriors of Future'' (2022)]]&lt;br /&gt;
'''Warriors of Future''' (Chinese: 明日戰記) is a 2022 Hong Kong science fiction action film directed by visual effects artist Ng Yuen-fai in his directorial debut and starring Louis Koo, Sean Lau, and Carina Lau. Koo also serves as the film's producer, with the film being funded and distributed by his production company, One Cool Group Limited.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistol=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|3rd Generation Glock 17 - 9x19mm. Note the finger grooves, thumb reliefs, and accessory rail on the frame, which differentiate it from the older model.]]&lt;br /&gt;
[[Image:Wf_01.jpg|thumb|600px|none|]]&lt;br /&gt;
=Long gun= &lt;br /&gt;
==TDI Vector==&lt;br /&gt;
Most of Hong Kong Air Force Infantry use the TDI Vector as their primary weapon.The TDI Vector also has the ability to sturdily mount a revolver-style shotgun or large-caliber objective rifle.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|340px|TDI Vector Gen I - .45 ACP]]&lt;br /&gt;
[[Image:Wf_06.jpg|thumb|600px|none|Tyler ([[Louis Koo]]) and Air Force infantry with their TDI Vector.]]&lt;br /&gt;
[[Image:Wf_07.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Wf_04.jpg|thumb|600px|none|Hostile military robots carry the TDI Vector.]]&lt;br /&gt;
===Shotgun Attachment===&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[Image:Wf_05.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
===DMR Attachment===&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|300px|FN P90 - 5.7x28mm FN]]&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|451px|Barrett M107 Long Range Sniper Rifle - .50 BMG]]&lt;br /&gt;
[[Image:Wf_02.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Wf_03.jpg|thumb|600px|none|Johnson([[Sean Lau]]) with his DMR]]&lt;br /&gt;
==Heckler &amp;amp; Koch MP7==&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 with factory 20-round magazine and rifle sights flipped up - 4.6x30mm]]&lt;br /&gt;
[[Image:Wf_09.jpg|thumb|600px|none|]]&lt;br /&gt;
=Launcher=&lt;br /&gt;
==Skunk's Launcher==&lt;br /&gt;
[[Image:Wf_08.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Hong Kong Produced/Filmed]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Warriors_of_Future&amp;diff=1568055</id>
		<title>Warriors of Future</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Warriors_of_Future&amp;diff=1568055"/>
		<updated>2023-04-01T08:54:10Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: /* Shotgun Attachment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[Image:WarriorsofFuture_poster.jpg|thumb|right|300px|''Warriors of Future'' (2022)]]&lt;br /&gt;
'''Warriors of Future''' (Chinese: 明日戰記) is a 2022 Hong Kong science fiction action film directed by visual effects artist Ng Yuen-fai in his directorial debut and starring Louis Koo, Sean Lau, and Carina Lau. Koo also serves as the film's producer, with the film being funded and distributed by his production company, One Cool Group Limited.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Pistol=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|3rd Generation Glock 17 - 9x19mm. Note the finger grooves, thumb reliefs, and accessory rail on the frame, which differentiate it from the older model.]]&lt;br /&gt;
[[Image:Wf_01.jpg|thumb|600px|none|]]&lt;br /&gt;
=Long gun= &lt;br /&gt;
==TDI Vector==&lt;br /&gt;
Most of Hong Kong Air Force Infantry use the TDI Vector as their primary weapon.The TDI Vector also has the ability to sturdily mount a revolver-style shotgun or large-caliber objective rifle.&lt;br /&gt;
[[File:KrissSuperV.jpg|thumb|none|340px|TDI Vector Gen I - .45 ACP]]&lt;br /&gt;
[[Image:Wf_06.jpg|thumb|600px|none|Tyler ([[Louis Koo]]) and Air Force infantry with their TDI Vector.]]&lt;br /&gt;
[[Image:Wf_07.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Wf_04.jpg|thumb|600px|none|Hostile military robots carry the TDI Vector.]]&lt;br /&gt;
===Shotgun Attachment===&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|450px|right|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[Image:Wf_05.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
===DMR Attachment===&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|300px|FN P90 - 5.7x28mm FN]]&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|451px|Barrett M107 Long Range Sniper Rifle - .50 BMG]]&lt;br /&gt;
[[Image:Wf_02.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:Wf_03.jpg|thumb|600px|none|Johnson([[Sean Lau]]) with his DMR]]&lt;br /&gt;
==Heckler &amp;amp; Koch MP7==&lt;br /&gt;
[[File:H&amp;amp;K MP7A1 20-rnd.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 with factory 20-round magazine and rifle sights flipped up - 4.6x30mm]]&lt;br /&gt;
[[Image:Wf_09.jpg|thumb|600px|none|]]&lt;br /&gt;
=Launcher=&lt;br /&gt;
==Skunk's Launcher==&lt;br /&gt;
[[Image:Wf_08.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Hong Kong Produced/Filmed]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Death_Stranding&amp;diff=1568040</id>
		<title>Death Stranding</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Death_Stranding&amp;diff=1568040"/>
		<updated>2023-04-01T06:02:23Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Death Stranding&lt;br /&gt;
|picture = DS game cover.jpg&lt;br /&gt;
|caption =  Boxart&lt;br /&gt;
|date= 22 November, 2019&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher= Sony&lt;br /&gt;
|genre=Third person shooter, stealth&lt;br /&gt;
}}&lt;br /&gt;
'''''Death Stranding''''' is a 2019 video game developed by Kojima Productions. It is set in a post-apocalyptic world in the former USA, after an event called the &amp;quot;Death Stranding&amp;quot; that united the worlds of the living and the dead. The game follows a porter called Sam Porter Bridges (portrayed by [[Norman Reedus]]) in his attempt to reunite America.&lt;br /&gt;
&lt;br /&gt;
With one or two exceptions, much of the real-world weapons cannot be used by Sam, as his weaponry are fictional firearms developed before or during the Death Stranding era. As with Kojima's previous entries, Metal Gear Solid V: [[Metal Gear Solid V: Ground Zeroes|Ground Zeroes]] and [[Metal Gear Solid V: The Phantom Pain|The Phantom Pain]], much of the real-world weapons featured in this game are fictional hybrid firearms, though they are closely based on their counterparts from the era where they are in.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;WellMax V6 Custom&amp;quot;==&lt;br /&gt;
A fictional revolver appears in the game, bearing high importance throughout the game's storyline. It is very heavily inspired by the [[Chiappa Rhino]] with a 12 o'clock barrel placement. Sam can briefly use it throughout the near end of the game.&lt;br /&gt;
&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 40DS (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino chrome 20DS current.jpg|thumb|none|350px|Chiappa Rhino 20DS, current production version with hard chrome finish and fibre-optic sights - .357 Magnum.]]&lt;br /&gt;
[[File:WellMaxxRevolver DeathStranding1.jpg|thumb|none|600px|The V6 Custom at dusk.]]&lt;br /&gt;
[[File:WellMaxxRevolver DeathStranding2.jpg|thumb|none|600px|Right hand side.]]&lt;br /&gt;
[[File:WellMaxxRevolver DeathStranding3.jpg|thumb|none|600px|Shoved in Sam's load bearing rig.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==M3A1 Grease Gun==&lt;br /&gt;
[[M3A1 Grease Gun]]s modified with barrel shrouds and charging handles are used by US soldiers in the WWII flashback throughout Episode 7.&lt;br /&gt;
&lt;br /&gt;
[[File:Grease3 2.jpg|thumb|none|450px|M3A1 Grease Gun - .45 ACP]]&lt;br /&gt;
[[File:Death stranding grease gun.jpg|thumb|none|600px|The M3A1 Grease Gun on the hands of the US Airborne soldier. Note the absence of a crank lever and the long dustcover, identifying it as the -A1 variant, though -A1 variants would be issued more commonly in the Korean War or the Vietnam War.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Fictional AR15-type rifle==&lt;br /&gt;
An unnamed rifle heavily based on the modern [[AR-15]] and [[AR-10]], but with a side charging upper receiver is seen used by Clifford Unger (portrayed by [[Mads Mikkelsen]]) and his skeleton soldiers summoned by him throughout the episodes battling him. Note the KAC Gangster Grip-style vertical grip with integrated weaponlight, a neat touch regarding Cliff's past as an American special forces operator in Iraq. The rifles used by the skeleton soldiers do not have the vertical griplight installed.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR10-4.jpg|thumb|none|450px|ArmaLite AR-10 A4 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:DEATH STRANDING M4A1.jpg|thumb|none|600px|Close up shot of Clifford's rifle. The LPVO and laser module are fictional.]]&lt;br /&gt;
[[File:CliffsRifle DeathStranding3.jpg|thumb|none|600px|Cliff's rifle in game, note the modelled bolt lugs and magazine follower. Curiously, the rifle is always modelled with an empty magazine and locked back bolt during Cliff's searching phase.]]&lt;br /&gt;
[[File:CliffsRifle DeathStranding2.jpg|thumb|none|600px|Cliff and his skeleton soldiers emerging from the tide. Note that the skeleton soldiers lack the vertical grip seen on Cliff's rifle.]]&lt;br /&gt;
[[File:CliffsRifle DeathStranding1.jpg|thumb|none|600px|Close view of the left hand side of Cliff's franken-AR, note the side charging handle, straighter AR-10 style magwell, and squared off upper receiver.]]&lt;br /&gt;
[[File:death stranding m4a1 photomode.jpg|thumb|none|600px|Cliff's AR in Photo Mode.]]&lt;br /&gt;
&lt;br /&gt;
==M16 (Visually Modified)==&lt;br /&gt;
Fictional rifles heavily based on the pre-production [[AR-15]] and [[AR-10]] with elements from the T48 rifle are used by American soldiers during a Vietnam War flashback in Episode 11: Clifford Unger, representing the game's version of the M16. These rifles are equipped with an [[XM148 grenade launcher]], at least for the Vietnam soldiers hunting Sam, as the ambient soldier apparitions that disappear do not come with the attachment. These rifles are very clearly predecessors of the rifle wielded by Clifford Unger and his soldiers.&lt;br /&gt;
 &lt;br /&gt;
[[File:ArmaLite AR-15.jpg|thumb|none|450px|ArmaLite AR-15, first pre-production model, serial number XAR1501 - 5.56x45mm]]&lt;br /&gt;
[[File:Ar10-1.jpg|thumb|none|450px|ArmaLite AR-10, &amp;quot;Sudanese&amp;quot; model - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M16-SP1.jpg|thumb|none|450px|M16 -5.56x45mm NATO]]&lt;br /&gt;
[[File:DEATH STRANDING Vietnam Soldiers.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:FauxM16 DeathStranding1.jpg|thumb|none|600px|The ghostly apparition of an American soldier wields the franken-AR, sans magazine.]]&lt;br /&gt;
[[File:FauxM16 DeathStranding2.jpg|thumb|none|600px|A good view of the side charging handle as a ghastly MACV-SOG-style operator opens fire. The 20-rounder magazine also appears to be one of the extremely early pattern waffled AR-15 magazines. Note the T48 inspired handguard and charging handle.]]&lt;br /&gt;
[[File:FauxM16 DeathStranding3.jpg|thumb|none|600px|The franken-AR with the XM148 underbarrel grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk III==&lt;br /&gt;
The [[Lee-Enfield No.1 Mk. III]] appear in the hands of some WWI soldiers in Episode 5.&lt;br /&gt;
&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|450px|Lee Enfield No.1 Mk III -.303 British]]&lt;br /&gt;
[[File:DEATH STRANDING WW1 Soldiers.jpg|thumb|none|600px|The Lee Enfield can be seen in the hands of the soldier in the middle.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine/M14 Hybrid==&lt;br /&gt;
A hybrid of an [[M1A1 Carbine]] and an [[M14]] appears in the hands of various WWII soldiers in Episode 7: Clifford.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:DEATH STRANDING G41.jpg|thumb|none|600px|The hybrid rifle can be seen in the hands of the soldier behind the tank.]]&lt;br /&gt;
[[File:death stranding m1a1 carbine photomode.jpg|thumb|none|600px|A US soldier holding another rifle. Note the folding stock.]]&lt;br /&gt;
[[File:DEATH STRANDING WW2 Soldiers.jpg|thumb|none|600px|The rifle can be clearly seen being held by the glowing red soldier.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M60 Hybrid==&lt;br /&gt;
Some of the ghost soldiers in Episode 11 wield a machine gun that closely resembles the [[M60]], with shorter barrels from the later [[M60E3]]/[[M60E4]] variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|left|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60E3Short.jpg|thumb|none|left|450px|M60E3 machine gun with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:DEATH STRANDING Vietnam Soldiers.jpg|thumb|none|600px|The soldier behind Clifford is holding an M60.]]&lt;br /&gt;
[[File:M60 DeathStranding.jpg|thumb|none|600px|The M60 as wielded by the ghost of an American soldier in Vietnam. The bipod is repositioned onto the gas tube and seems to serve as a handguard while folded.]]&lt;br /&gt;
[[File:M60 DeathStranding2.jpg|thumb|none|600px|A skeleton soldier running with M60 in hand. Unlike the faux M16 seen in the same level, these are almost identical to the real world M60, lacking only the handguard and heatshield.]]&lt;br /&gt;
[[File:M60 DeathStranding3.jpg|thumb|none|600px|The skeleton soldier gets gunned down, dropping his M60 and revealing the buttstock portion.]]&lt;br /&gt;
&lt;br /&gt;
==M60C==&lt;br /&gt;
American helicopters seen in Episode 11 have [[M60C]] machine guns installed above the rocket pods.&lt;br /&gt;
&lt;br /&gt;
[[File:M60C.jpg|thumb|none|450px|M60C machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60C DeathStranding1.jpg|thumb|none|600px|The biomechanical Huey opens up on unseen Vietnamese forces with rocket pod and machine gun fire.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
A [[Vickers]] machine gun can be seen in Episode 5.&lt;br /&gt;
&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|450px|Vickers Mk. I with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:DEATH STRANDING Maxim.jpg|thumb|none|600px|Sam near a Vickers machine gun.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester Model 1912 &amp;quot;Trench Gun&amp;quot;==&lt;br /&gt;
The &amp;quot;Trench Gun&amp;quot; model of the [[Winchester Model 1912]] appears in the hands of some WWI soldiers in Episode 5.&lt;br /&gt;
&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:DEATH STRANDING WW1 Soldiers.jpg|thumb|none|600px|The soldiers in the left and the right are holding a Model 1912.]]&lt;br /&gt;
[[File:death stranding m1897 photomode.jpg|thumb|none|600px|A soldier using an M1912 in Photo Mode.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
An [[M1 Bazooka]] is used by some WWII soldiers in Episode 7: Clifford.&lt;br /&gt;
&lt;br /&gt;
[[File:bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; rocket]]&lt;br /&gt;
[[File:DEATH STRANDING Bazooka.jpg|thumb|none|600px|The M1 Bazooka in the hands of the WW2 soldier.]]&lt;br /&gt;
&lt;br /&gt;
==XM148 Grenade launcher==&lt;br /&gt;
The [[XM148 grenade launcher]] can be seen attached to a few of the franken-ARs in Episode 11: Clifford Unger.&lt;br /&gt;
&lt;br /&gt;
[[File:XM148.jpg|thumb|none|450px|XM148 grenade launcher mounted on XM16E1 - 40x46mm grenade &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:XM148 DeathStranding.jpg|thumb|none|600px|The XM148 attached to the soldier's faux M16. Note that the handguard is a very close replica of the XM148 grenade launcher compatible handguard as seen above.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 Smoke Grenade]]s are usable by the player character. They are even described as &amp;quot;former US Army issue&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|none|450px|M18 smoke greande (Red)]]&lt;br /&gt;
[[File:DEATH STRANDING M18.jpg|thumb|none|600px|M18 smoke grenades in the weapon locker.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] [[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Death_Stranding&amp;diff=1568039</id>
		<title>Death Stranding</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Death_Stranding&amp;diff=1568039"/>
		<updated>2023-04-01T06:00:18Z</updated>

		<summary type="html">&lt;p&gt;KonigGewehr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Death Stranding&lt;br /&gt;
|picture = DS game cover.jpg&lt;br /&gt;
|caption =  Boxart&lt;br /&gt;
|date= 22 November, 2019&lt;br /&gt;
|developer=Kojima Productions&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PC&lt;br /&gt;
|publisher= Sony&lt;br /&gt;
|genre=Third person shooter, stealth&lt;br /&gt;
}}&lt;br /&gt;
'''''Death Stranding''''' is a 2019 video game developed by Kojima Productions. It is set in a post-apocalyptic world in the former USA, after an event called the &amp;quot;Death Stranding&amp;quot; that united the worlds of the living and the dead. The game follows a porter called Sam Porter Bridges (portrayed by [[Norman Reedus]]) in his attempt to reunite America.&lt;br /&gt;
&lt;br /&gt;
With one or two exceptions, much of the real-world weapons cannot be used by Sam, as his weaponry are fictional firearms developed before or during the Death Stranding era. As with Kojima's previous entries, Metal Gear Solid V: [[Metal Gear Solid V: Ground Zeroes|Ground Zeroes]] and [[Metal Gear Solid V: The Phantom Pain|The Phantom Pain]], much of the real-world weapons featured in this game are fictional hybrid firearms, though they are closely based on their counterparts from the era where they are in.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==&amp;quot;WellMax V6 Custom&amp;quot;==&lt;br /&gt;
A fictional revolver appears in the game, bearing high importance throughout the game's storyline. It is very heavily inspired by the [[Chiappa Rhino]] with a 12 o'clock barrel placement. Sam can briefly use it throughout the near end of the game.&lt;br /&gt;
&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|none|350px|Chiappa Rhino 40DS (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino chrome 20DS current.jpg|thumb|none|350px|Chiappa Rhino 20DS, current production version with hard chrome finish and fibre-optic sights - .357 Magnum.]]&lt;br /&gt;
[[File:WellMaxxRevolver DeathStranding1.jpg|thumb|none|600px|The V6 Custom at dusk.]]&lt;br /&gt;
[[File:WellMaxxRevolver DeathStranding2.jpg|thumb|none|600px|Right hand side.]]&lt;br /&gt;
[[File:WellMaxxRevolver DeathStranding3.jpg|thumb|none|600px|Shoved in Sam's load bearing rig.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==M3A1 Grease Gun==&lt;br /&gt;
[[M3A1 Grease Gun]]s modified with barrel shrouds and charging handles are used by US soldiers in the WWII flashback throughout Episode 7.&lt;br /&gt;
&lt;br /&gt;
[[File:Grease3 2.jpg|thumb|none|450px|M3A1 Grease Gun - .45 ACP]]&lt;br /&gt;
[[File:Death stranding grease gun.jpg|thumb|none|600px|The M3A1 Grease Gun on the hands of the US Airborne soldier. Note the absence of a crank lever and the long dustcover, identifying it as the -A1 variant, though -A1 variants would be issued more commonly in the Korean War or the Vietnam War.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Fictional AR15-type rifle==&lt;br /&gt;
An unnamed rifle heavily based on the modern [[AR-15]] and [[AR-10]], but with a side charging upper receiver is seen used by Clifford Unger (portrayed by [[Mads Mikkelsen]]) and his skeleton soldiers summoned by him throughout the episodes battling him. Note the KAC Gangster Grip-style vertical grip with integrated weaponlight, a neat touch regarding Cliff's past as an American special forces operator in Iraq. The rifles used by the skeleton soldiers do not have the vertical griplight installed.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AR10-4.jpg|thumb|none|450px|ArmaLite AR-10 A4 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:DEATH STRANDING M4A1.jpg|thumb|none|600px|Close up shot of Clifford's rifle. The LPVO and laser module are fictional.]]&lt;br /&gt;
[[File:CliffsRifle DeathStranding3.jpg|thumb|none|600px|Cliff's rifle in game, note the modelled bolt lugs and magazine follower. Curiously, the rifle is always modelled with an empty magazine and locked back bolt during Cliff's searching phase.]]&lt;br /&gt;
[[File:CliffsRifle DeathStranding2.jpg|thumb|none|600px|Cliff and his skeleton soldiers emerging from the tide. Note that the skeleton soldiers lack the vertical grip seen on Cliff's rifle.]]&lt;br /&gt;
[[File:CliffsRifle DeathStranding1.jpg|thumb|none|600px|Close view of the left hand side of Cliff's franken-AR, note the side charging handle, straighter AR-10 style magwell, and squared off upper receiver.]]&lt;br /&gt;
[[File:death stranding m4a1 photomode.jpg|thumb|none|600px|Cliff's AR in Photo Mode.]]&lt;br /&gt;
&lt;br /&gt;
==M16 (Visually Modified)==&lt;br /&gt;
Fictional rifles heavily based on the pre-production [[AR-15]] and [[AR-10]] with elements from the T48 rifle are used by American soldiers during a Vietnam War flashback in Episode 11: Clifford Unger, representing the game's version of the M16. These rifles are equipped with an [[XM148 grenade launcher]], at least for the Vietnam soldiers hunting Sam, as the ambient soldier apparitions that disappear do not come with the attachment. These rifles are very clearly predecessors of the rifle wielded by Clifford Unger and his soldiers.&lt;br /&gt;
 &lt;br /&gt;
[[File:ArmaLite AR-15.jpg|thumb|none|450px|ArmaLite AR-15, first pre-production model, serial number XAR1501 - 5.56x45mm]]&lt;br /&gt;
[[File:Ar10-1.jpg|thumb|none|450px|ArmaLite AR-10, &amp;quot;Sudanese&amp;quot; model - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M16-SP1.jpg|thumb|none|450px|M16 -5.56x45mm NATO]]&lt;br /&gt;
[[File:DEATH STRANDING Vietnam Soldiers.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:FauxM16 DeathStranding1.jpg|thumb|none|600px|The ghostly apparition of an American soldier wields the franken-AR, sans magazine.]]&lt;br /&gt;
[[File:FauxM16 DeathStranding2.jpg|thumb|none|600px|A good view of the side charging handle as a ghastly MACV-SOG-style operator opens fire. The 20-rounder magazine also appears to be one of the extremely early pattern waffled AR-15 magazines. Note the T48 inspired handguard and charging handle.]]&lt;br /&gt;
[[File:FauxM16 DeathStranding3.jpg|thumb|none|600px|The franken-AR with the XM148 underbarrel grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk III==&lt;br /&gt;
The [[Lee-Enfield No.1 Mk. III]] appear in the hands of some WWI soldiers in Episode 5.&lt;br /&gt;
&lt;br /&gt;
[[File:SMLE.jpg|thumb|none|450px|Lee Enfield No.1 Mk III -.303 British]]&lt;br /&gt;
[[File:DEATH STRANDING WW1 Soldiers.jpg|thumb|none|600px|The Lee Enfield can be seen in the hands of the soldier in the middle.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine/M14 Hybrid==&lt;br /&gt;
A hybrid of an [[M1A1 Carbine]] and an [[M14]] appears in the hands of various WWII soldiers in Episode 7: Clifford.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|450px|M1A1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:DEATH STRANDING G41.jpg|thumb|none|600px|The hybrid rifle can be seen in the hands of the soldier behind the tank.]]&lt;br /&gt;
[[File:death stranding m1a1 carbine photomode.jpg|thumb|none|600px|A US soldier holding another rifle. Note the folding stock.]]&lt;br /&gt;
[[File:DEATH STRANDING WW2 Soldiers.jpg|thumb|none|600px|The rifle can be clearly seen being held by the glowing red soldier.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M60 Hybrid==&lt;br /&gt;
Some of the ghost soldiers in Episode 11 wield a machine gun that closely resembles the [[M60]], with shorter barrels from the later [[M60E3]]/[[M60E4]] variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|left|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60E3Short.jpg|thumb|none|left|450px|M60E3 machine gun with short barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:DEATH STRANDING Vietnam Soldiers.jpg|thumb|none|600px|The soldier behind Clifford is holding an M60.]]&lt;br /&gt;
[[File:M60 DeathStranding.jpg|thumb|none|600px|The M60 as wielded by the ghost of an American soldier in Vietnam. The bipod is repositioned onto the gas tube and seems to serve as a handguard while folded.]]&lt;br /&gt;
[[File:M60 DeathStranding2.jpg|thumb|none|600px|A skeleton soldier running with M60 in hand. Unlike the faux M16 seen in the same level, these are almost identical to the real world M60, lacking only the handguard and heatshield.]]&lt;br /&gt;
[[File:M60 DeathStranding3.jpg|thumb|none|600px|The skeleton soldier gets gunned down, dropping his M60 and revealing the buttstock portion.]]&lt;br /&gt;
&lt;br /&gt;
==M60C==&lt;br /&gt;
American helicopters seen in Episode 11 have [[M60C]] machine guns installed above the rocket pods.&lt;br /&gt;
&lt;br /&gt;
[[File:M60C.jpg|thumb|none|450px|M60C machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M60C DeathStranding1.jpg|thumb|none|600px|The biomechanical Huey opens up on unseen Vietnamese forces with rocket pod and machine gun fire.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
A [[Vickers]] machine gun can be seen in Episode 5.&lt;br /&gt;
&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|450px|Vickers Mk. I with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:DEATH STRANDING Maxim.jpg|thumb|none|600px|Sam near a Vickers machine gun.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Winchester Model 1912 &amp;quot;Trench Gun&amp;quot;==&lt;br /&gt;
The &amp;quot;Trench Gun&amp;quot; model of the [[Winchester Model 1912]] appears in the hands of some WWI soldiers in Episode 5.&lt;br /&gt;
&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[File:DEATH STRANDING WW1 Soldiers.jpg|thumb|none|600px|The soldiers in the left and the right are holding a Model 1912.]]&lt;br /&gt;
[[File:death stranding m1897 photomode.jpg|thumb|none|600px|A soldier using an M1912 in Photo Mode.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
An [[M1 Bazooka]] is used by some WWII soldiers in Episode 7: Clifford.&lt;br /&gt;
&lt;br /&gt;
[[File:bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; rocket]]&lt;br /&gt;
[[File:DEATH STRANDING Bazooka.jpg|thumb|none|600px|The M1 Bazooka in the hands of the WW2 soldier.]]&lt;br /&gt;
&lt;br /&gt;
==XM148 Grenade launcher==&lt;br /&gt;
The [[XM148 grenade launcher]] can be seen attached to a few of the franken-ARs in Episode 11: Clifford Unger.&lt;br /&gt;
&lt;br /&gt;
[[File:XM148.jpg|thumb|none|450px|XM148 grenade launcher mounted on XM16E1 - 40x46mm grenade &amp;amp; 5.56x45mm NATO]]&lt;br /&gt;
[[File:XM148 DeathStranding.jpg|thumb|none|600px|The XM148 attached to the soldier's faux M16. Note that the handguard is a very close replica of the XM148 grenade launcher compatible handguard as seen above.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 Smoke Grenade]]s are usable by the player character. They are even described as &amp;quot;former US Army issue&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|none|450px|M18 smoke greande (Red)]]&lt;br /&gt;
[[File:DEATH STRANDING M18.jpg|thumb|none|600px|M18 smoke grenades in the weapon locker.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] [[Category: Science Fiction]] [[Category:Post-Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>KonigGewehr</name></author>
	</entry>
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